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ADVANCED ANIMATION | PROJECT 1 — WALK CYCLE


Week 5 – Week 6 | 20/05/25 – 27/05/25
Emily Soh Ching-Ling | 0359478
Bachelor of Design (Honours) in Creative Media
Advanced Animation | Section 01 | GCD61604
Project 1 — Walk Cycle


TABLE OF CONTENTS 


1.0 LECTURES 

1.1 WEEK 5 — 




1.2 WEEK 6 — 




2.0 INSTRUCTIONS 



3.0 PROJECT 1 — WALK CYCLE 

Instructions: 



3.1 VANILLA WALK

Research

Figure 3.1-1: Walk Cycle Reference, Week 5 (23/05/26)

Animating

Figure 3.1-2: Attempt #1, Week 5 (23/05/26)
*Ignore the floating arms. I know it looks weird.😭

My first pass at animating a human in Blender, based on the walk cycle reference from the Animator's Survival Kit. There are some issues that I immediately noticed right off the bat, partly because my reference was more cartoony while my rig was more realistic.
  1. The timing is too slow (Mr Kamal later advised to do 2 steps/second).
  2. The Down pose felt really slow in particular.
  3. The character's knee is too high up in the Up pose, making it look like he's marching. I noticed in more realistic walk cycles, the foot barely leaves the ground
  4. He looks like he's walking on his tip-toes.

Figure 3.1-3: Attempt #2, Week 5 (23/05/26)

Figure 3.1-4: Up Pose — Attempt #1 VS #2, Week 5 (23/05/26)

In my second attempt, I made the following changes:
  1. Made the timing faster.
  2. Shortened the timing between the Contact and Down poses (from 12 frames to 4).
  3. Lowered the knee in the Up pose to a more realistic height.

The tip-toes issue seemed to go away once I resolved the timing issues, likely because it didn't look as exaggerated once he was walking faster.

Figure 3.1-5: Vanilla Walk, Week 5 (23/05/26)


3.2 ATTITUDE WALK

Research

Figure 3.2-1: Attitude Walk Reference, Week 5 (23/05/26)

Animating










3.3 FINAL SUBMISSION





4.0 FEEDBACK 

4.1 WEEK 5

General Feedback: Do 2 steps/second.


4.2 WEEK ?

Specific Feedback: 

General Feedback: 


5.0 REFLECTION 

Honestly, when compared with the vanilla walk cycle I animated in Animation Fundamentals, I think it could have been better. It wasn't as smooth as I'd like it to be. Part of it looked realistic while part of it looked cartoony. Furthermore, there was another factor I had to consider: how Blender bends the elbows and knees. In 2D, I was able to control the position of every joint, whereas with a rig, part of that control has been given up. 


QUICK LINKS

PROJECT 2 — JUMP ANIMATION
FINAL PROJECT — ACTION ANIMATION

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