Keyframing a Walk Cycle in After Effects
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- Опубликовано: 19 сен 2024
- This is a short tutorial on how to keyframe a walk cycle in After Effects. This is a very basic animation created for use in the animation class where I instruct. It covers the four basic poses used in a walk cycle. Those poses are contact, recoil, passing and high point. Their is now a pdf download available on my website. You can find the exact page here philfx.com/2014...
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LOTS OF LOVE FROM INDIA! This tutorial made my day. Thank you so much Phil
Great! Have many friends from there.
Honestly Phil - this is a really, really good walk cycle for AE. Just used it for a scene and it came out great!
Thanks for sharing.
Scott Vezina Thanks for you feedback. Glad I could help. I try my best.
Thanks for the tutorial and information within. made it easy to conceptualize and duplicate! well done
Hi I really liked your tutorial but I have a question....how can I do a walk/ run cycle through first person?
I'm assuming by first person you mean a frontal or 3/4 front view of a character. The basic timing is exactly the same but obviously you need to have your characters features, shin, foot, upper leg, torso, etc. all drawn in that view. If you want to be able to essentially do a "turn around" with a 2D character, you need 5 different complete drawing sets of your character. Front, 3/4 front, profile, 3/4 back, back. You can get the L/R versions of the 3/4 views and profile by simply mirroring your character. You need to be careful with mirroring however, as if you have text or logos on the clothing of your character when you mirror the character the logo or text, if allowed to be mirrored, will be incorrect. In After Effects you then accomplish a "turn around" by precomposing your animation and then place the precomp into anther composition and you make it a 3D layer. You can then get away by rotating on the y axis one view, say front, to about 10 to 15 degrees. You then hide this drawing set and show your 3/4 view comp, rotated to closely match where you left off and you then keyframe animate a rotation on that 3/4 view as you approach a profile view. If you rotate fast enough it is very difficult for the eye to track the differences and for all intent it appears that your 2D character is actually rotating in 3D space. If you want even a more smooth rotation then you have to draw additional views.
You can see how this can explode to lots of layers and lots of character sets but this is how it is done in the big studios. Some use After Effects but many these days use ToonBoom Harmony.
Hope this helps.
wouahhh ! thanks a lot very detailed and exactly what i need ! you re my hero !
no seriously thanks a lot that was brillant
Hello phil! Awesome tutorial! Can i donwload the Guide of Speed? If i can, where should i go? TY :D
+Andika Raditya I uploaded the pdf so you can download it here:
philfx.com/2014/11/17/making-a-basic-walk-cycle-in-after-effects/
Hi, is there a separate video that explains how to animate the arms?
+Miles Pitassi No sorry there is not. That being said the arms would animate like the legs but opposite. Your right arm naturally swings forward when your right leg moves back and vice-versa for the left arm. It is easiest to first animate the keyframes for the legs and then go back an you will find that if you place keyframes for the position of the arms at the same times as the keyframes for the legs you should get a realistic animation overall.
Hello! nice tutorial!!! But i have a question .....When rotating, lets say.. the leg i notice some deformation of the image and also of everything that's parented to it.. any tips ?
anna hoholi Hello Anna. Thanks for your excellent question. I have seen this often with my students in my class and thought it best to get you an answer with another tutorial. I just completed this tutorial, Correcting scaling distortion in After Effects, and you may find it here: ruclips.net/video/iDRFYuQN29s/видео.html
I hope this answers your question.
Thank you for your immediate response but i figured it out myself... you see it was because of the null object, it was not a square so this caused the deformation of the legs when walking...thanks again :)
anna hoholi Not a problem. Actually it is an interesting subtle problem that I have seen come up in some of my classes so it was a good opportunity for me to make a quick tutorial for future use. Cheers!
hello! could you send me the guide for speed , which it appears in minute 6:11 please :)
+Paola Olascoaga Hi, yes I can do that. This has been a quite popular video so give me a day or two and what I will do is post a pdf file with the class notes for this lecture and it will also include some guides for the movements of the arms which has also been requested. I will post the pdf on my website, philfx.com, and I will post back here with a link to where you will be able to download the pdf fine. Thanks for your interest and comments.
+Phil FX thanks!!
+Phil FX Have you uploaded this yet? I would be very interested to view it as well.
+Jesse Mason It is now on the site here:
philfx.com/2014/11/17/making-a-basic-walk-cycle-in-after-effects/
+Phil FX Thank you!