Let's face it—as an animator you are eventually going to be faced with the task of making somebody—or something—walk. For whatever reason, newcomers to animation regard walkcycles as being extremely difficult. Why? I won't lie to you, they are. Well, in an anatomically accurate way, they can be very challenging.
As an animator, you will find it nearly impossible to avoid the walkcycle, so it may be best to face your fear head-on right now. You just might learn that walkcycles aren't all that difficult to accomplish. There are several ways to make the task of animating a walkcycle very difficult or relatively easy. Let's examine the easy way.
First, design your character in a three-fourths view. At this angle, the character is simply easier to animate, especially a walkcycle. Let's also keep it simple by not introducing an anatomically accurate walkcycle that studies how the shoulders and hips oppose each other and move in relationship with the arms and legs. This is a straightforward, walkcycle animation that helps explain the basic principle behind this technique, with a few very helpful tips added for good measure.
If your character has two legs and two arms, congratulations, you've already cut the amount of work in half. I'll show you what I mean...
Rather than worrying about how both legs will move, let's concentrate on just one leg for now. In fact, turn all other layers off (for now) so the only thing on your stage is one leg of your character.
For this example, I chose my "Mudbubble Boy" character
because his leg is made up of three different symbols—an upper thigh,
a lower leg, and a sneaker. This is a straightforward setup with
enough flexibility for a simple walkcycle. The animation technique
for this walkcycle is frame-by-frame animation.
This technique was chosen because it allows me more control over the position of each leg symbol. Classic tweening could be used as well here, but often it becomes more difficult keeping each separate symbol aligned with each other throughout the tweens.
Why
do frame-by-frame animation when it clearly takes longer than tweening? Sometimes, a character must move in ways that tweening won't
solve. An animation
may need something more involved, more advanced, something that
requires every frame to literally be re-drawn by hand. Sound crazy?
Consider the fact that this is how traditional animation has been
made since animation was invented. Computer animation and Flash
are
simply tools that makes the whole process a lot easier, faster,
and more accessible.
You can choose to add to your character's walkcycle animation by adding some motion to its head and body. Although this is not necessary, it comes down to personal preference and your individual animation style.
Let's
take a look at why I chose frame-by-frame animation for Mudbubble Boy, starting with the feet. In the image below, look at the four
keyframes used. In the first, the foot is flat on the ground. In
the second, only the toe is on the ground. In
the third keyframe, notice the leg is completely off the ground
and in its most rearward position. Finally, in the fourth keyframe, the leg is in its most forward position off the ground.
I
used the Free Transform tool
to rotate each leg symbol until they were in the desired positions.
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The
leg is rotated. Notice the center of rotation if near the
top of the leg.
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Notice that I didn't use the same sneaker for every frame. Depending on the position of the leg, I duplicated the original symbol, gave it a new name, and edited its shape to reflect the new position. This is the type of detail I love to add to my animations and I really feel, as subtle as it may be, it adds a lot to the overall look and feel of the character's movements.
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Right-click
(Control-click on a Mac) to quickly duplicate a selected symbol.
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Below are the four different sneakers I created for the "Mudbubble Boy" walkcycle. You may want to create more or less depending on your preferred level of detail:
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Here, all the feet touch the ground at the same level, no matter what walking position they are in. |
Use a horizontal guide as reference for where the sneaker will come in contact with the ground or floor. This will help you keep the foot on a level plane and prevent it from "drifting" out of alignment with the rest of the body.
Now
you are ready to animate your "in-between" keyframes. Turn
on the Onion Skin feature
and adjust the playhead brackets so you can use your established
leg
positions as references.
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Adjustable brackets indicate the beginning and end of the Onion Skin. |
Create keyframes across all layers that contain your leg symbols. Use the Free Transform tool to rotate and move each leg symbol into an intermediate position relative to the keyframes you already created.
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Notice the angle of the box around the foot used for rotation. |
The more frames you insert between movements, the slower the animation will be.
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The Free Transform tool is used here to rotate the leg. |
Fewer frames between keyframes will create a quicker animation.
Feel
free to experiment with the amount of frames between each of your
leg positions. You can have more frames for when the foot is sliding
back along the ground (so it travels slower) and fewer frames while
the leg is off the ground (so it travels quicker), returning it quickly
to its initial position. This can create the illusion that the character
is heavy, or perhaps carrying something heavy. Or
you can you
do the opposite and have the foot slide quickly across the ground
and slower when off the heel.
Play
back your animation constantly so you can get real-time visual feedback
as to your process. This type of animation work is trial-and-error
and depends on your personal animation style to get the walkcycle
to look and feel good to you. Don't get frustrated, it simply takes
practice!
Sometimes, it helps to not think of the leg as an actual body-part leg. Try to imagine it's not a leg at all, but some kind of mechanical assembly like a basic pulley or lever system. This thought process can make animating less daunting—and a lot more fun.
Take a look at the leg simulation animation that follows. This SWF contains an example of a walkcycle experiment. I made it to show how a walkcycle can be thought of in mechanical terms. It was a fun experiment because it removed the negative stigma often associated with the level of difficulty in animating a walkcycle.
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Click here to see an example of a walkcycle.
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Once you are finished creating enough keyframes and leg positions, and you are satisfied with the movement of your leg, we can now move on to the other leg. Remember when I said you were halfway done? Well, you are!
Since you already animated one leg, there is no reason to start from scratch with the second leg (unless the other leg is designed differently). So therefore, delete the other leg entirely from the stage. Seriously, go ahead and delete it. We don't need it anymore. Trust me.
Select
all the frames and layers of your leg animation. Right-click (PC)
or Control-click (Mac) over the highlighted area and select "Copy
Frames."

Create
a new layer or use the empty layer that your old leg symbol was in
and "Paste Frames" (Ctrl+Alt+V on a PC, Command+Option+V
on a Mac). "Paste Frames" contains your animated leg.
You should now have the same animated leg duplicated in your timeline.
The only problem is, both legs are now moving in the same direction at the same time. You can solve this problem by selecting the first half of the frames and layers that you just pasted.
Now, click and drag the entire section of highlighted frames down the timeline and place them after the latter half of the animation. Click and drag the entire range of frames and layers to the left until they start on frame 1.

Then eliminate the residual frames by selecting them and removing them.
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Removing
the frames |
Play back your animation to see your character walk!
That's
great—but we're not done with the legs just yet. Turn on Edit
Multiple Frames.
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Edit
Multiple Frames is to the right of the Onion Skin Outlines
button.
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Lock
all layers except for the layers containing the leg behind the front
leg. Move the playhead markers so that they span the entire length
of your timeline. Click on the stage and Select All (Ctrl/Command+A).
Use the Selection tool and click once on any of the selected leg
symbols.
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All
the layers here are locked except for the layer that contains
the one leg behind the front leg. |
Using
the Properties Inspector, apply a Tint to
the leg symbols using black with approximately 30 percent strength.
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Tint
gives the illusion the back leg is in shadow and pushes it
back away from the front leg.
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With
Edit Multiple Frames still turned on, nudge the entire back leg animation
up and to the right with the arrow keys. This will create some space
between the legs and return the perspective to the original view.
When you are done, remember to turn off Edit Multiple Frames.
Next,
you can animate the arms. Convert all layers into outlines except
for the arm/hand layers. This is just to help make things less complicated,
visually.
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Convert
all layers into outlines. |
Animating
the Arm
The
process of animating the arm and hands is pretty straightforward.
You can continue to use frame-by-frame animation or tweens
depending on your needs.
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If
you study yourself walking around, you'll notice how your arms
move relative to your legs. Apply this knowledge to your animation
so it emulates what you have study from real life. |
As
we did with the leg animations, just animate one of your character's
arms and then copy and paste its frames into a new layer to achieve
the second arm. Highlight the first half of the arm/hand animation, then
click and drag the entire section of highlighted frames down the
timeline and place them after the latter half of the animation. Move the group of frames back into place so that the animation starts again on frame one, and remove the residual frames that are left behind. Exactly like the legs!
Turn
on Edit Multiple Frames again to apply
the same Tint to your arm/hand animation and use the arrow keys to
nudge it into its appropriate position.
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Feel
free to add more motion to your character than this.
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Click
here to view a walking "Mudbubble Boy."
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Now that you've read about frame-by-frame animation, check out the following video tutorial on editing multiple frames:
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Running Time: 3:15 Read
the Transcript |
Remember
Jimmy from Lesson One?
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| Jimmy
is an interactive Flash character featured at Global Protection
Corp: www.globalprotection.com. |
As
you can see, Jimmy is made of rubber. At least, he's supposed to
represent a character made of rubber, a condom. This posed a challenge
in the way his body would react to the effects of gravity.
If
you visit the site, you'll notice that Jimmy is an integral part
of the site, featured on almost every page. You may also notice that
most of the time he is walking in place on a treadmill. Knowing that
his walkcycle was going to be the primary animation on the site,
I realized that spending the extra effort to get the walkcycle just
right was very important. The more time spent here the better, as
I knew this specific animation would be re-used over and over for
each section of the site.
So
where do you start when you need to animate a rubber condom walking
on a treadmill? Ahhh, welcome to the wonderful world of animation.
You just never know what kinds of images you will be asked to create.
Brush
Tool and Onion Skin
As
you've learned from Mudbubble Boy, before you run you must walk.
And before you create a walkcycle—sketch it
first.
Let's
use Jimmy as an example. I used the Brush tool and onion skinning
to roughly sketch each frame of the cycle. I knew that Jimmy's body
needed to have the same physical characteristics as rubber.
I
first had to envision how much flexibility he would need. Once I
had a pretty good idea as how his body would react when running,
I quickly sketched each frame in Flash. With Onion Skin, I was able
to use the previous frame as a reference guide as I drew each new
position.
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Click
here or on the image for the animation of my preliminary
sketches. |
You
can see how I started with the basic shape of Jimmy's body. Keeping
it simple initially is always a good idea. I broke Jimmy down into
two basic shapes, his tubular body and the little nub at the top.
I envisioned this nub to have a bit more weight than it normally
would have for exaggeration purposes to emphasize the flexibility
of the character.
Next
I drew reference lines for where the face would be on the surface
of the body. I used horizontal and vertical lines that intersected
between where the eyes would be.
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| Click
here or on the image for the animation with reference lines. |
Below
is the finished animated sketch of Jimmy's walkcycle. Notice I used
different colors to represent different parts of his body. This is
simply a visual aid that helps me discern between different sections
of his body.
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Click
here or on the image for the final animated sketch. |
The
most popular question I am asked by other animators is how I get
my walkcycles to be so smooth. The answer is simply trial and error
and a lot of walking in place in my own studio and in front of a
mirror so I can study my own movements. I often draw several leg
and foot positions and frequently play back my animation to test
the movement. It almost always comes down to editing each leg and
foot position and its timing. Sometimes it requires deleting frames
from certain positions and adding additional leg positions in other
areas to get the overall movement correct. I have included two reference
images below that show a typical walkcycle and runcycle. I highly
recommend importing these into Flash and using them as guides to
animate your character with.
The
next step, once I was happy with the sketched-out walkcycle, was
to start the clean-up process. For this character I used the Brush
tool to draw the black outlines, and then used the Paint Bucket tool
for the fills. Onion Skin was used a lot here so I could use previous
and future frames for reference. I spent a lot of time on this part
of the animation as well. I really wanted the animation to be convincing,
especially knowing that it was going to be the focal point of the
site, repeated over and over.
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| I
took a lot of care turning my sketch into the real character
drawing. |
As
a finishing touch, I added some small speed lines to a couple of
frames when Jimmy's nub whips from side to side. This helps exaggerate
the nub's movement and makes for an even more convincing animation.
Ready
for the final walkcycle animation?
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Click
here or on the image to see Jimmy's finished walkcycle. |
To
ensure a smooth looping walkcycle, make sure you have no unnecessary
frames in your walkcycle timeline. Most importantly, copy the first
frames of your walkcycle and paste them into the frame just after
the last frame of your walkcycle. This way you can use the last keyframes
as reference when positioning your final body parts. Just remember
to delete the last "reference" keyframes you copied from
frame 1 when you are finished. If you don't delete them, the animation
will appear to stutter for a moment every time the playhead hits
the last frame and first frame back-to-back while it's looping.
Walking
Around
For
the Global Protection Web site, Jimmy's walkcycle was placed into
a Movie Clip symbol so he could be dynamically controlled depending
on the user's input. Jimmy does a lot of walking throughout all sections
of the Web site. Making Jimmy walk across the stage is now a piece
of cake. Since his walkcycle is inside a symbol as a loop, all we
need to do is tween the symbol.
If
your character does not need to be controlled via ActionScript, then
a Graphic symbol will be fine for this lesson. As you know, the Graphic
behavior allows for the symbol to play in sync with the main timeline
while in the Flash authoring environment. Movie Clip symbols are
dynamic and will only play beyond their first frame when testing
the movie and after they have been exported as a SWF file.
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Once
your walkcycle is complete, a simple classic tween on the symbol
will move your character across the stage and loop the walking
motion. |
Drag
an instance of the symbol containing the walkcycle loop to the stage.
Create a second keyframe anywhere down the timeline as shown above.
Now
simply select the instance in your second keyframe and use the arrow
key to move him over to the other side of the stage (hold down Shift
to advance 10 pixels at a time instead of just one). Then right-click
(or Command-click on a Mac) over your frames and apply a classic tween.
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| Applying
this tween is no different than the basic circle
tween from Lesson Two, just with a more complex symbol. |
With
your tween in place, watch your character walk across the
stage. What we did here was simply animate a movie. Instead of trying
to keep all layers and keyframes on the main timeline (copying all
frames, and pasting them continuously, while nudging the character
from one side to the other) we took advantage of Flash's ability
to "nest" animations and saved ourselves a lot of trouble.
Most
likely you will have to increase or decrease the number of frames
in the tween if your character's feet appear to be slipping. But
with some minor adjustments to the number of frames, you'll soon
find the appropriate length for your tween so that the feet
look like they are truly gripping the surface.
If
you like, try scaling down the walkcycle instance in your first keyframe
to make it appear to be farther away in the distance. As you playback
the animation your character will walk and scale larger as it reaches
its end position. This effect can be further enhanced if you apply
a little "easing in" to the first keyframe so the character
starts slowly and gradually increases speed.
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Click
here or on the image for the final walk animation. |