Okay, so by request, I've typed out some more tutorial information for animation. This will be an intermediate level tutorial done mostly in the form of techniques and ideas to keep in mind when animating. In particular, we'll be working with a WIP walk cycle for Balduranne's panther model. Here's the file if you want to follow along: male(Original).json
Okay, so we’re working on a walk cycle. For this example, let’s focus on quadruped walking. Also, if you see any weird stuttering in the gifs, that's a result of recording them, not the animation itself. (Edit: gifs aren't working. Need a tutorial on how to use the internet.)
Here's the original walk cycle:
Step 1: Keyframes
When making a walk animation, I’d suggest starting with two keyframes.
More generally speaking: when making an animation, I’d suggest starting with keyframes that show the extremes of motion. For a walk cycle, this is the moment when the animal reaches its front foot to step forward and the moment when the animal pushes its hind foot off the ground behind it. So a reach and a push. And this happens with both legs. Now, I know what you’re thinking, “That sounds like four keyframes instead of two”. Well, you’re right, but that’s harder to do at the beginning.
For now, I’d say synchronize the reach and push to be at the same time and then make one keyframe for the right legs and one for the left legs. That might be a little confusing. What I’m saying is, make one keyframe where the left front leg and left hind leg are reaching forward, and then make another keyframe where the right front leg and the right hind leg are reaching forward.
Result of changes:
Step 2: Frame Distances
Now, look at how jerky the motion is. Walk cycles don’t have to be perfectly smooth, but the very nature of walking is generally stable and repetitive. If your keyframes are too far apart from each other, the animation will have slow moments and fast moments. This can be good later on (particularly if you want a limping cycle), but for now we want stability. Stability also helps us see what else we can do to improve the animation, since jerkiness can be harder to read.
So generally what I do is, I’ll place one keyframe at frame #0, and then the other keyframe at the middle of the animation. So since this animation has 35 frames total, I’ll put it at frame #17. This ensures that the frames are an even distance from each other, which gives us ideal stability. You don’t have to use #0 and #17 if you don’t want to. So long as the keyframes are equidistant from each other, you can place them anywhere and it will work fine, but using the beginning and middle of the animation just makes it a lot simpler and cleaner, if you ask me.
Result:
Step 3: Patterns
Okay, this can be tricky because a lot of animals will vary their walking patterns depending on their speed. Some of them have like eight different patterns.
In this particular case, the panther is actually made with the wrong pattern for this speed.
Notice how the legs are paired diagonally (meaning the right front leg and the left hind leg have the same motion)? This is a trot, and it’s something they tend to do more when they’re sneaking as opposed to walking.
Their walking pattern is actually more of a pace (I think it’s a stepping pace, if we’re being specific), where their legs are paired laterally, meaning the right front leg and the right hind leg have the same motion.
Look up horse or dog gaits for a better understanding of walk/run patterns. It makes it a lot easier. They even include how many feet are touching the ground at one time. Apparently equestrian people love this stuff, idk.
https://en.wikipedia.org/wiki/Horse_gait
Result:
Step 4: Body Connections
Acting out animations is probably the best thing you can do. Take note of how your body moves. It moves A LOT. If you don’t know how an animal moves, just watch footage of it.
If you get stuck and you’re not sure how to improve it, consider the principles of animation: https://en.wikipedia.org/wiki/12_basic_principles_of_animation
As is mentioned in the article, squash and stretch are very important. Even though the ah, stretch tool doesn’t work in the editor, you can still simulate stretch through rotation and positioning.
Consider the panther: When he’s reaching his front left paw forward, what do you think his shoulder is doing?
Try reaching forward with your own arm and watch how your torso rotates. It probably does the same thing as the panther.
A helpful mindset is to think that every piece of the animal is connected. If you move one, it should invariably affect the rest of the pieces. Oftentimes the causality isn’t that simple, but maybe that’s getting too complicated.
Consider the panther again: You can follow along with this video to see what I’m talking about: https://www.youtube.com/watch?v=gThIDTb9k6w
I’ll break down the motions and connections step by step:
- Starting the motion from the rear, the panther contracts its right hind leg, pushes into the ground, and uses that force to propel itself forward.
- This causes the right hind leg to extend as the body is pushed forward.
- The panther’s hips are attached to the right hind leg, so they’re pulled towards that leg. Pulled down and to the right.
- Now we have the left hind leg, which is attached to the hips. Since the hips are rotating down and to the right, the left hind leg is now lifted up and to the right. This places it closer to the center of the body, so it acts as a vertical pillar to hold the panther’s weight after it finishes its right hind leg push.
- Okay, now what else is attached to the hips? The torso. Since the lower half of the body is reaching down and to the right, the torso has to counterbalance or the panther will fall over. So the torso rotates up and to the left.
- The front left arm, having been pushed forward by the rotating torso, is now in a perfect position to reach forward for another step.
- The front right arm has been pulled back into a central position like the left hind leg. It also acts as a pillar to hold the panther’s weight while the front left arm is reaching.
- What else is connected to the torso? The neck. As the torso rotates, it pushes and pulls the neck with it. Pull to the right, push to the left. Since the panther wants to look straight ahead, the neck has to compensate for the torso, so it rotates in the opposing direction.
- This keeps the head fairly stable, but it will compensate a bit depending on how much the torso affects the neck. The direction it rotates in is generally just towards the front.
- B-but what about the ears and the tail?? Eh, they’re kind of autonomous. Sometimes they don’t rotate at all, sometimes they do. You’ll have to experiment to see what you like. Generally, I’ll animate them to show emotion, as a lot of animals will use them when attacking or fleeing.
Ah, text is a poor medium for this.
A good understanding of newtonian physics is also very useful here in that it can help you determine where to simulate force (every action has an equal and opposite reaction) and that can translate into a sense of weightiness in the animation. Yeah, anatomy and physics are super useful. Also music.
Results: ( I was going to do a core body rotation gif first, but I messed it up and didn’t notice until after, so RIP)
Okay, that’s looking better. The body movements are still a little awkward, but it’s good enough for now. Sometimes you just have to look at it again the next day to see what needs fixing.
Step 5: Adding Keyframes
Okay, remember what I said at the beginning about how this walk cycle should actually have at least 4 keyframes? The panther’s legs may move laterally, but they don’t move simultaneously. When the right front leg is reaching into the air, the right hind leg is already touching the ground to support it. They’re on the same rhythm, but not the same beat, if that makes sense. Ah, I can’t remember the proper musical term.
So what we want to do is, add more keyframes so that each leg can touch the ground at its own pace, creating a more natural walk for the panther. You might want to look around for more information about the Stepping Pace to figure out exactly how the feet are supposed to act.
If you don’t want to do that, here’s a summary:
Implementing this might be a little complicated if you’ve never tried it before. It’s kind of done by adding keyframes just for one leg, duplicating the original values for the leg’s rotation and position, and then removing their original keyframe. The idea is just that you’re transposing the whole animation cycle for one leg onto a different part of the rhythm. And also making sure the leg appears to stay in place on the ground when it’s not being lifted. Definitely make sure you have a backup file saved at this point, if you’re not used to it. Alright uhhh this is getting a little too complicated to explain well.. Maybe I'll end it on this lesson and continue it later.
Results:
Ah, it’s fun working with more anatomically realistic models. And more work lol. So maybe it’s just me, but I feel like after this step it really started to come together. Notice how fluid the movements are?
I only did the left side because A) it’ll hopefully make it easier to see what I did with the keyframes, and B) it’s late.
So that’s about it for today. I can explain more if anyone has any questions. I left out a lot of the technical steps in favor of the abstract, because I feel that's more easily applied to more animations. But if you want to know precisely how I did each step, just let me know. Here's the updated json file if you wanna look it over: male_2.json