Keyframes only. next project is to fill in the tweens. Easy peasy.
Category Artwork (Digital) / Fanart
Species Mammal (Other)
Size 720 x 540px
File Size 317.4 kB
alright. :D
Running cycles can be deceivingly hard. You can do a walk quite well, but when it comes to running, there's a key difference.
Weight.
A good way to think of running is constantly FALLING and CATCHING yourself. So let's break it down.
The falling part is when the character's at the apex of his stride. His head and hair should be dragging behind (secondary motion). Think of it like in super mario world when mario fell from bouncing on something, his hat would drag behind him a bit as he fell. http://www.freewebs.com/spritesdeli.....uigi_sheet.gif (fifth sprite, second row). This anticipates the next step.
The catching part is the down position, right after his make contact all the muscles in his leg should be catching the weight of himself due to gravity. Knees bend first to compensate for the weight. Upper body follows and the line of action kinda reverses itself and kind of whips, shown in a slight snap in the head. This gives the run IMPACT and FOLLOW THROUGH. The secondary action you have in the cloths (which are very nice by the way) also apply to the torso and head.
With the arm cycle, you want to delay them a little bit from the leg cycle. You move your arms in order to counterbalance your run, so it naturally occurs after the step.
I know this is a lot, but these are pretty easy concepts to apply in the future. You could totally make this already nice run cycle with consistent volumes and lots of character into an awesome run cycle.
Running cycles can be deceivingly hard. You can do a walk quite well, but when it comes to running, there's a key difference.
Weight.
A good way to think of running is constantly FALLING and CATCHING yourself. So let's break it down.
The falling part is when the character's at the apex of his stride. His head and hair should be dragging behind (secondary motion). Think of it like in super mario world when mario fell from bouncing on something, his hat would drag behind him a bit as he fell. http://www.freewebs.com/spritesdeli.....uigi_sheet.gif (fifth sprite, second row). This anticipates the next step.
The catching part is the down position, right after his make contact all the muscles in his leg should be catching the weight of himself due to gravity. Knees bend first to compensate for the weight. Upper body follows and the line of action kinda reverses itself and kind of whips, shown in a slight snap in the head. This gives the run IMPACT and FOLLOW THROUGH. The secondary action you have in the cloths (which are very nice by the way) also apply to the torso and head.
With the arm cycle, you want to delay them a little bit from the leg cycle. You move your arms in order to counterbalance your run, so it naturally occurs after the step.
I know this is a lot, but these are pretty easy concepts to apply in the future. You could totally make this already nice run cycle with consistent volumes and lots of character into an awesome run cycle.
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