From the course: 2D Animation: Walk Cycles Basics

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Create the contact pose

Create the contact pose

From the course: 2D Animation: Walk Cycles Basics

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Create the contact pose

- If you're a 3D CGI animator working in Maya, Max, Cinema 4D, LightWave, whatever, then your program basically is giving you real space to animate in and you're looking at your character from all directions as you work. But if you're an animator working with a 2D program or on paper, Flash or Harmony, Anime Studio Pro or TVPaint, then you're working on a flat layer. There are things that you have to do instead of having the program do them for you. Let's take a look at some of these. We need to animate a front view cycle. That means we're working in depth. The character's feet are coming towards us and away from us. Those parallel lines that we worked with in the profile view now disappear to a vanishing point. They're in perspective in depth. Those tic marks that were evenly spaced for the feet must now work in perspective, so the gaps between them get smaller and smaller as they get away from us. These two lines, the blue for the right and the red for the left, illustrate the start…

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