Week 1 : Jump
Week 2 : Blocked
Week 3 : Spline
Week 4 : Vanilla Walk Cycle/ 4 Basic Walk Cycle Stages
Week 5 : How To Make Personality Walk Cycle
Week 6 : Splining
Week 7 : Polishing
Week 8 :Push/ Pantomime
Week 1
A jump is just like a bouncing ball.
While the character is in the air, the forward travel needs to be linear (no slowing down or speeding up). The vertical travel will be faster on the way up and down, with a moment of hover in the top position.
Week 2
Blocking is an animation technique in which key poses are created to establish timing and placement of characters and props in a given scene or shot. This technique is most commonly used in 3D computer animation, where it is sometimes referred to as Stepped animation.
Week 3
Spline: Another method of starting out is skipping the stepped keyframes entirely and having smooth movement from the very beginning, where focus on the overall movement of the body and don't worry about the poses yet.
Spline gives the possibility to work more straight ahead and feel how animation is going to look already in the early stages of blocking. Skip the painful process of getting used to looking at simplified stepped movement, only to hit the hard reality of the ugly "first spline" phase later.
If the movement doesn’t feel right, it is easy to shift individual keyframes around until get what are looking for.
Week 4
Vanilla Walk Cycle is a typical, normal speed, 'vanilla' walk cycle happens in one second. In other words, in 24 frames the character has taken a step with both its left and right feet. Each of the walk cycle's poses mentioned above happen in 3 frame increments. Every walk cycle is a version of these poses.
1 - Forward Contact Point
The contact position is the start and end-point of movement. Wherever character’s front foot hits the ground, that’s forward contact point.
Character should be positioned with their back foot on the ground and their front leg extended in a walking motion. The front foot should be hovering just above the ground, as if about to land. Keep some natural bend in the leg and consider how character’s weight, mood or pace might affect their movement ahead of the next step.
2 - First Passing Pose
The passing pose is the moment one leg passes the other. Here, the front foot is on the ground, while the back foot is raised striding forwards. It should be a reverse of forward contact point, as character shifts their weight into the opposite leg ahead of moving onwards.
3 - Back Contact Pose
At this point, the position of character’s legs should have reversed. Now the back leg is planted firmly on the ground, out in front. The front leg, meanwhile, is raised off the ground, towards the back of the body.
4 - Second Passing Pose
The initial cycle completes as character transitions into the second passing pose. Here, the original front foot moves back to the front. The original back foot returns to the rear. The two legs crossover, ending in the same place as the sketch in step one began.
Week 5
Altering any part of a basic walk cycle animation creates personality.
Altering this basic walk formula – personality will start to appear.
Shifting the timing, spacing, exaggerating elements, or altering the poses – any of this will dramatically change the attitude of a walk.
Week 6
Splining is a 3D animation term12. It refers to the process of converting the interpolation of the keys from stepped to spline. This means that the computer connects the movement between each of your poses, making the movement look smoother.
Splining animations are created by placing one or more keyframes on a timeline, then connecting them with spline curves.
The number of control points in these curves determines how smooth or jagged your final animation will be.
Week 7
Polishing in animation is the final step that brings a shot or sequence to life by refining and enhancing the animation. It’s like adding the finishing touches to a sculpture or a painting.
Refining Movement and Timing
Smoothing Transitions
Adding Secondary Motion
Fine Detailing
Camera Work and Composition
Quality Control
Week 8
Search for push-related videos and references as inspiration for push animations, and then shoot based on research when recording personal references.
Pantomime is a participatory form of theatre, in which the audience is encouraged and expected to sing along with certain parts of the music and shout out phrases to the performers.
Scenes 00:08-00:11
I want to create an animation where a person is pushing something hard, but cannot push it, and finally stumbles.