From the course: 2D Animation: Walk Cycles Basics
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Create the contact pose
From the course: 2D Animation: Walk Cycles Basics
Create the contact pose
- In most model sheets, the character is shown in a neutral, perfectly balanced pose. However, in reality, and especially in motion, things are usually more dynamic. In the standing pose, we have a natural tendency to favor once side or the other. Notice also how the hips and shoulders are opposed to one another. They're facing in different directions. When animating more extreme actions, this principal is even more pronounced. It's called counterpose, or torque. Basically, it means twist. And you should always try to instill some torque into your character poses as far too many shows today use zero poses, these very static vertical positions, as a start position for a scene. Focusing on the imaginary tubes in this front view, you can see the principle in action and how it applies throughout the walk. And only on the midpoint of the walk, the passing pose, do the hips and the shoulders seem to achieve a more even orientation to one another. Even though, on this pose too, you can still…
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Contents
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Create the contact pose5m 52s
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Create the passing, low, and high poses3m 57s
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Arcs, spacing, and inbetweens4m 56s
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Animate the walk in place8m 44s
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Troubleshoot the arcs2m 37s
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Move from a stand to a walk3m 21s
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Move from a walk to a stand2m 28s
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