Human walk Cycle Using Layering Method

In 3D animation, layered animation is an efficient method to use for cycles. Cycles are based on rhythm, and the cycle length is determined by focusing on the core of the body. The full cycle can be built up as individual animation loops, starting with the core parts of the body and expanding to the secondary parts. Some loops can be offset or stay in sync, but they are all based on the same original cycle length.


Using Morpheus Human Rig



Method of work


1 - Understanding the rig

    Looking at all controllers, understanding their options

2 - Observing the reference

    Finding the correct cycle and where the key moments are

3 - Side view - Animating the body and head

    Body and head translation up/down and front/back

4 - Front view - Animating the body, chest and head

    Body, chest and head rotation side to side and twist

5 - Animating the left leg

    Moving the left leg, foot and hip controllers

6 - Copying to the right leg

    Offsetting the animation by half of the cycle length

7 - Animating the left arm

    Moving the left arm, wrist and shoulder controllers 

8 - Copying to the right arm

    Offsetting the animation by half of the cycle length

9 - Looking at the front view

    Adding a smile on the face

     Adjusting legs and feet

     Adjusting shoulders, arms and wrists

    Adding finger positions

11 - Cycling all curves

    Making sure all curves look clean and have the same cycle length

12 - Polishing the animation

    Adjusting general motion and animation curves

13 - Adding the main translation forward

    Moving top controller forward

14 - Final render

    Rendering with lighting, shadows and motion blur for better presentation



References



http://www.youtube.com/user/endlessreference


More references in :

http://www.referencereference.com/