ADVANCED ANIMATION / PROJECT 1 - WALK CYCLE ANIMATION

22/04/2024 - 22/07/2024 / Week 1- Week 14
Chew Zhi Ern / 0358995
Advanced Animation / Bachelor of Design (Honours) in Creative Media / Taylor's University
Project 1 / Walk Cycle Animation



INSTRUCTIONS


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LECTURES

Lectures: Refer to Exercises


PROJECT

PROJECT 1: WALK CYCLE ANIMATION

For Project 1, we will be creating a walk cycle animation using Blender. Begin by downloading one of the provided character rigs. Use image or video references to study both a vanilla walk and an attitude walk. Identify the key poses for contact, down, pass, and up. Animate it in Blender, ensuring the character walks in place at a natural speed of two steps per second. Use pose-to-pose animation for the main action and straight-ahead animation to achieve flexibility. Then, animate the attitude walk based on the reference analysis, capturing the character's unique personality through poses and timing. After animating, light and render the animations into image sequences. Import these sequences into an editing software like Adobe Premiere. Label each animation clearly as "Vanilla Walk" and "Attitude Walk," compile them into a single video, and output it as a compilation. For an example, you can refer to this link.

For this assignment, I began by downloading one of the specified character rigs from the provided links as usual. We had the option to choose between Snow and Rain. Then, I sought out image and video references for both a vanilla walk and an attitude walk. Carefully observing these references, I focused on identifying the extreme poses necessary for a complete walk cycle, specifically the contact, down, pass, and up positions.

Figure 1. Vanilla Walk Reference

With the reference material in hand, I proceeded to animate a vanilla walk cycle in Blender. This animation involved the character walking in place at a natural pace. I employed a combination of pose-to-pose animation for the primary action and straight-ahead animation to achieve flexibility in the motion.

The work's process is as follows.

Figure 2. Work in Progress

Following the vanilla walk cycle, I moved on to animating an attitude walk. After watching the references, I decided to give the character a confident walk attitude. The poses and timing for this animation were closely based on the groundwork established from the vanilla walk, ensuring consistency while adding a distinct personality and style.

Figure 3. Reference Video for Attitude Walk #1

Figure 4. Reference Video for Attitude Walk #2

The animation process is shown below.

Figure 5. The Animation Process

Once both animations were completed, I added lighting and rendered them into image sequences. These sequences were then imported into Adobe Premiere for editing. I labeled each sequence clearly as "Vanilla Walk" and "Attitude Walk" and compiled them into a single reel. The final output was a compilation video showcasing both walk cycles, clearly distinguished and presented together for comparison.

Figure 6. Compiling

Here are the outcomes of both walk cycles.

Figure 7. Submission for the Project


REFLECTIONS

Experience:
Project 1 in the Advanced Animation module was an exciting journey into the world of character animation. The task involved creating two different types of walk cycles using Blender: a vanilla walk and an attitude walk.

Initially, I started by gathering reference materials for both the vanilla walk and the attitude walk. Watching various videos and studying images helped me understand the key poses for contact, down, pass, and up positions. This research phase was crucial as it laid the groundwork for the animation process.

Animating the vanilla walk was a great exercise in understanding the fundamentals of a walk cycle. Using pose-to-pose animation for the main action and straight-ahead animation for flexibility, I wanted to create a smooth and natural walk cycle. The experience was both challenging and rewarding, as it required meticulous attention to detail and a solid understanding of timing and spacing.

Creating the attitude walk was even more engaging. Based on my analysis of reference materials, I designed a confident walk for the character. This involved not only altering the poses but also adjusting the timing to convey the desired attitude. The process of bringing the character's personality to life through its walk was incredibly satisfying and a great learning experience.

Observations:
Throughout the project, several key observations stood out. Firstly, the importance of reference materials cannot be overstated. Observing real-life examples of walk cycles and breaking them down into key poses provided a clear blueprint for the animation. This step was essential for creating realistic and believable movements.

Secondly, the distinction between pose-to-pose and straight-ahead animation techniques became evident. Pose-to-pose animation allowed for precise control over the key poses and timing, ensuring a smooth and consistent walk cycle. On the other hand, straight-ahead animation added flexibility and fluidity to the movements, making the animation feel more natural and dynamic.

Additionally, I observed the impact of subtle adjustments in conveying different attitudes. Small changes in posture, stride length, and timing can significantly alter the character's perceived personality. This highlighted the importance of attention to detail and the power of animation in storytelling.

Findings:
The completion of Project 1 led to several important findings. Firstly, I gained a deeper understanding of the principles of animation, particularly timing and spacing. Creating a smooth and natural walk cycle requires precise control over these elements, and this project provided ample practice in mastering them.

Secondly, I discovered the creative potential of attitude walks. By adjusting key poses and timing, it's possible to convey a wide range of emotions and personalities through a simple walk cycle. This project reinforced the idea that animation is a powerful tool for storytelling and character development.

Lastly, the project emphasized the importance of iterative refinement. Starting with rough poses and gradually refining them through multiple passes allowed for continuous improvement and a polished final result. This iterative process is essential for achieving high-quality animations.

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