Advance Animation / Project 01: Walk Cycle
28/05/25 - 11/06/25 (Week 06 - Week 08)
Isabel Tan Xen Wern / 0355602 / Bachelor in Creative Media / Taylor's University
Advance Animation / GCD 61604
Project 01: Walk Cycle
JUMPLINK
IntroductionINTRODUCTION
Figure 1.1
MIB (16/04/25)
Progress
- For the second keyframe, just copy and paste flipped.
Figure 1.4
Torso (02/06/25)
- For the torso, we were instructed to keep the keyframes at 1, 4, 13, and 25, and delete the rest to make the hip movement smoother.
Figure 1.5
FK/IK Switch (02/06/25)
- Change the spine FK/IK switch to 1.000 for smoother movement.
Figure 1.6
Chest (02/06/25)
- The rotation of the chest Y rotation would be double that of the torso, and the x rotation would be slightly more than the torso.
- Delete the middle keyframes.
Figure 1.9
Motion Path(02/06/25)
- Activate motion paths for the wrist.
Figure 2.1
Forearm (02/06/25)
- Adjust the forearms one by one.
Figure 2.2
Graph Editor (02/06/25)
- Adjust the graph's x rotation. The other arm should be opposite.
Figure 2.3
Graph Editor - Wrist (02/06/25)
- Adjust the wrist graph.
Figure 2.4
Graph Editor - Wrist (02/06/25)
- Adjust the rotation of the wrist.
Figure 2.5
Graph Editor - Wrist rotation (02/06/25)
Figure 2.6
Graph Editor - other side (02/06/25)
- To duplicate on the other side, select all 3 arm joints (pose - copy pose), select the other 3 side joints (pose - paste pose flipped).
Attitude walk
Chosen attitude: slumped
Figure 2.7
Feet position and drag(07/06/25)
- From the normal walk, I adjust the timing of my walk and add a bit of drag to my feet.
- As the reference shows, the model puts more pressure on the first foot and then just slides the other.
Figure 2.8
Upper body(07/06/25)
- The next step, I adjusted the upper body to be slumped, making the back rounded and the head down.
- I also tried adding a bit of bounce to the model's head as he walks, just to emphasize that he does not have the energy to even lift his head.
Figure 2.9
Forearm and Biceps(07/06/25)
- I tried to add as minimal movement to his arms as possible, which was harder than it may seem, as I found it quite difficult to make it look natural.
- I adjusted the forearm and the top separately as they both move quite differently.
Figure 3.1
Graph Editor(07/06/25)
- In the last few steps, I adjusted the graphs just as taught in the normal walking cycle.
First Attempt #1
Figure 3.2
vanilla walk Attempt#1(09/06/25)
Figure 3.3
Attitude walk Attempt#1(09/06/25)
Feedback:
Normal walk - Arms look okay, minimize the action of the
head.
Attitude walk - Arms are not matching, minimize the movement of the
arms, and slow down the timing.
Figure 3.4
vanilla walk Attempt#2(15/06/25)
- Based on feedback given, I reduced the head movement.
Figure 3.5
Attitude walk Attempt#2(15/06/25)
- Based on feedback given, I reduced the movement on the arms and tried to make it as consistent as I could.
FINAL SUBMISSION
Figure 3.6
Final walk cycle submission(25/07/25)
REFLECTION
For this project, it is the same as the project for animation
fundamentals, but in 3D; however, I found this one more difficult,t
even though the controls were all created for me and I did not need to
draw it one by one. I find that controlling the angle of the arms,
especially if you need to adjust the forearm and the biceps
separately, is hard to pinpoint exactly how the arm moves, even when I
tried doing it physically. The timing can also be challenging, as for
the slumped walk, the reference character moved faster when stepping
front but slower when dragging his other feet to the front. Overall, I
think this project was a good start in learning 3D animation and a
look into the skills needed for this course.


















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