- Front Leg (FLeg)
- Body
- Back Leg (BLeg)
Watching "How To Make a Cartoon | Character Animation - After Effects tutorial [Basic Walk - cycle]" by Ross Plaskow http://goo.gl/gfcyKf I became confident that the techniques demonstrated in this tutorial could easily be transferred to my characters. Some of the things I've learnt by watching this video are:
- The importance of naming conventions since this will help when it comes to identifying puppet pins in your character.
- The importance of an anchor point on limbs since it can directly affect how the joint will move. (Anchor point should be seen as a major joint such as the joint between arm and torso or leg and hip)
- Hierarchy of the parenting of limbs in the correct order. Such as follows:
- Top of Leg
- Knee
- Ankle
- Toe
- Positioning of the puppet pins. It mentions how the pins should be pinned inside the mesh otherwise it will have an odd effect.
- F9 is the hotkey for ease in and ease out.
- Can cut down workflow by copying/pasting keyframes to create cycles. This is extremely useful when creating an animated loop.
- When animating a walk cycle, it is easier to animate both legs the same and once you complete a loop you can highlight the keyframes of the second leg and push them further down the timeline until it fits into a normal walk cycle. An extremely handy tip!
- Moving the root points on limbs to give it depth.
- Basic head turning effect.
- Delaying the limbs breaks the symmetry and makes it look more appealing!
By taking the information from this tutorial, I applied the techniques onto my characters.