How Can I Improve This Walk Cycle?

So, I’ve done a walk cycle with this original character and I was hoping I could get some suggestions as to how I can make it better. Here’s the link. https://dl.dropboxusercontent.com/u/5171857/RaccoonWalk.gif Right off the bat, the only thing I notice is that the arm movement looks a bit robotic, but I’m not sure how to fix it. An answer to that as well as other ways I can improve it are more than welcome.

The arms and the legs are moving in the same direction, that’s why it looks robotic; they should move in the same direction as the opposite leg. So when the right leg is moving forward, then the left arm moves forward and viceversa.
Take a look at this image:

Also, the arms and legs should bend a little with the motion, they seem to be completely straight.

To improve it further, add an followthrough motion to the tail; the tail moves following the motion of the body, so it shouldn’t go up and down at the same time with the body, but after it.
Here’s a better explanation:

Hope that helps :slight_smile:

okay there is a lot wrong here:

-yes you are right on the arms. but they are also mirrored. Usually it’s left foot and right arm front. and vice versa.
-also add a floor and you’ll see that his toes clip through. Your rig should be able to bend the toes.
-the tail is very robotic. It has to flow slowly with a lot of follow through. (check the 12 principles of animation https://en.wikipedia.org/wiki/12_basic_principles_of_animation)

generelly check out some tutorials and keep working on it :wink:

[QUOTE=’[hris;2935212’]okay there is a lot wrong here:

-yes you are right on the arms. but they are also mirrored. Usually it’s left foot and right arm front. and vice versa.
-also add a floor and you’ll see that his toes clip through. Your rig should be able to bend the toes.
-the tail is very robotic. It has to flow slowly with a lot of follow through. (check the 12 principles of animation https://en.wikipedia.org/wiki/12_basic_principles_of_animation)

generelly check out some tutorials and keep working on it ;)[/QUOTE]
Okay. I’ve done some work on this and here’s what I have now. http://makeagif.com/bGRcir I’ve made the changes you listed, but instead of modifying the tail animation, I’ve removed it completely. I’d like to have it in there, as I think it’s an important part of the animation, but I’m not sure how to do it. Can anyone give me a step by step of how the tail animation is supposed to work? Also, here’s the same animation, but with more bounce and exaggeration. http://makeagif.com/M_UaQE Please let me know which is better.

Hi.
walk cycle:

Good luck

Thanks for the video. Did you happen to see my revised walk cycle?

Here’s a new walk cycle with a different character. Let me know what you guys think I can do to improve this one. View the GIF This one was rendered in Blender internal and has a different rig that allows me to bend the toes more easily.

Hey there

Your recent walk cycle with the mouse is looking much better, it maybe the style you are aiming for but imo there is to much streching with the head of the mouse and also in 1 of your other vids (with the chick https://www.youtube.com/watch?v=OYJ0UJEdxx0 ) the head is streching far to much but depending on your objective this maybe what you were tryn to do.
Iv only recently started to tackle more animation side of things (game engine-wise) but hope these links maybe of some use to you http://wiki.polycount.com/wiki/Animation

Hi, KennyW. Thanks for the links. The squash and stretch were done intentionally to achieve a bouncy, cartoon-esque look. However, you could be right about it being a bit too much. Do you recommend another way to get a fluid, bouncy look?