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3D Computer Animation Fundamental animation

Week 8: Further Polishing Walk Cycle

Previous Walk Cycle

Based on the feedback received for my previous walk cycle assignment, I must incorporate the following adjustments.

Issues and Explanation

(Front View)

For the front view, it is essential to ensure that the body of the “Walker” model follows a motion resembling the shape of the number eight to maintain a proper Arc.

Arcs

As outlined in Week 1’s blog, Arcs are a fundamental aspect of most animations.

Figure-1: I Want to be…an Animator Website

from the movement of the hands to the table,

Figure-2: I Want to be…an Animator Website

or the movement of the legs from the center to the right,

Figure-3: I Want to be…an Animator Website

or even the swinging motion of an arm, these movements often follow arcs. Animating along arcs results in smoother and more realistic motion. The image above illustrates arm movement forming a shape similar to the number eight, which I aim to replicate in my animation.

I attempted to reference this woman’s hand movement to observe whether a “figure-eight” arc is achieved.

Figure-4: I Want to be…an Animator Website

Furthermore, the nature of arcs also varies depending on the amount of force applied to the movement.

(Side View)

I also need to address the issue of the heel not maintaining the same position as in the previous frame. If left uncorrected, this could give the impression that the model’s foot is sliding, potentially making it appear as though the model is about to trip.

Additionally, there was an issue with Knee Popping in my animation.

Knee Popping

Video-1: Alexander Williams(How to Fix Knee Pops in a Walk Cycle)

This occurs when the knee bends in one frame and then abruptly straightens and extends in the next, creating a jarring, unnatural effect in the animation. To resolve this, it is important to ensure that the knee maintains a slight bend throughout the animation, preventing any sudden or harsh transitions.

Another issue with my animation is that the foot lifts off the floor too quickly. In a natural walk, the foot remains in contact with the ground for a bit longer before lifting, with the toe staying in contact longer than the heel. Therefore, the foot in this segment of the animation should be positioned as indicated by the blue line.

Further Polish Result

In the revised version, I resolved the previously identified issues and incorporated additional refinements to enhance the animation’s fluidity. For instance, when the heel makes contact with the ground, the entire foot does not touch the surface simultaneously in the subsequent frame. Instead, the heel contacts first, followed by the toes, creating a subtle flipping motion that adds a slightly exaggerated, cartoon-like effect to the walk.

Nevertheless, some instances of knee popping remain problematic. For example, as the foot touches the ground, the knee transitions abruptly from a straight position to a bent one. I am uncertain whether this appears unnatural and intend to seek clarification from my tutor.

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