![]() The rig used in this workshop was created by Truong CG Artist and is available to download for free here. Stephen also provides breakdowns of feet and body movement and details how to take a final walk cycle and build a new animation for a project - or for production. a strong base for a walk cycle very fast using mainly mathematics in Maya. The second portion of the workshop focuses on animating the walk cycle before the final chapter, which explains how to add the wings, neck, and head, for a convincing creature animation. Samy Fecih, Character Lead Animator at DreamWorks Animation, presents a video. Each animation is transferred to your own. Stephen also covers the topics of baking, motion tracking, and animation layers to add all the other secondary levels of animation. Explore a library of thousands of full-body character animations, captured from professional motion actors. Throughout this workshop, you’ll learn the importance of importing a rig as a proxy and discover all the benefits of using the Reference Editor to keep your scene well organized. From covering the basics in anatomy and explaining how it plays into building the complex motions needed for detailed animation, to discussing and demonstrating the tools within Maya that can help you to stay organized, Stephen’s workshop enables animators to create fast and efficient workflows. Create a walk cycle with Progressive Looping Import an animation clip into the Time Editor. ![]() ![]() ![]() This 3-hour workshop by Stephen Cunnane, an animator for the film industry, reveals the subtle yet complex process when it comes to animating a convincing walk cycle for four-legged animals or fantasy creatures. There are basic principles involved in creating a solid walk cycle for production that every animator should learn. There are two ways to create a walk cycle, either have the character perpetually walk in place with pre and post set to cycle then cycle with offset on the root controller to move the character - or - have the character translate in Z cycle with offset the rest of the controllers and counter animate the root controller so the character is always. ![]()
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