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Someone recently showed me a walk cycle they're working on and commented that my animation work "made it look easy." As complemented as I was by that, it's not entirely so accurate. I still have to go through the same tedious steps as anyone, I just have a little more practice.

I've had a number of requests to give Ayla a walk cycle for the game and that seems like a great idea. Here's the very first frame of that coming to life. I'll be working on it for the rest of tonight, and maybe longer since I have a very specific kind of walk I want to capture.

We're a little stalled right now getting the new animation manager tweaked (which should correct about 99% of the movement bugs we currently have been seeing) so it's a good time to give Ayla an important movement option.  

This last bit is for anyone wanting to animate - mostly I wanted to share this first REALLY rough animate frame sketch because it took me lots of time to find the pose (close to an hour), and it's likely to get tweaked and changed as the walk cycle comes together, but it's what it takes. That's normal and totally okay. :) It's not the easiest artform. 


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