Advanced Animation - PROJECT 1 Walk

 Advanced Animation

22.04.2025 - 16.05.2025 | Week 1 - Week 4

Jia Wenbing /0365436/

Design principles/Bachelor of Design in Creative Media


INSTRUCTIONS





LECTURES

PROJECT 1- Walk Cycle

For this assignment, we began exploring simple character animation. We needed to create a walking pose.

Find reference images/videos of both original and pose-based walks, then create the walking pose.

Observe the reference. Identify extreme poses such as reaching, reaching down, passing through, and rising up.
Fig 1.1 Walking posture reference

Following Mr. Kamal's steps in class, I completed the Vanilla Walk. There were some mistakes along the way, but I revisited them later by watching the class recording.

Next was the Attitude Walk. I looked up some references, aiming for a relaxed and cheerful walk.

Fig 1.1 Attitude Walk

I first modified the character's posture, changing the hands into fists, swinging the body left and right, and pausing the keyframes of the feet.

After all the posture modifications were completed, I modified the amplitude of the body swinging left and right following the feet.

Fig 1.2 Modify body sway

When adjusting the curve, I need to modify the center of gravity curve to be smoother, so that each movement will look more fluid.

Fig 1.3 Modify the center curve
Final Viedo

Vanilla Walk

Attitude Walk




FEEDBACK

Week 6
  • Mr. Kamal suggested that the vanilla walk pose should include some body rotation, rather than simply leaning.
  • Adding a pause to the attitude walk would be better, allowing the character to move more smoothly.



REFLECTION

This exercise taught me that while walking may seem ordinary and is a common movement in animation, details like shifts in center of gravity, rhythmic pauses, and body rotations can all determine whether the movement feels natural and vivid. This exercise not only honed my observation skills but also gave me a deeper understanding of the rhythm of character movements, and it also gave me greater confidence in tackling more complex character animations.

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