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.
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/