Quadruped Walk Cycle Tutorial

Although quadruped's vary wildly in style, motion, and mechanics, I've broken down a basic quadruped walk into a simple and easy to understand approach to how a 4 legged animal walks by breaking it down into components and addressing each of them separately. Enjoy!




Nico Ric courtesy of ChadMV on CreativeCrash.com

Basic Blink and Eye Darts tutorial

A simple tutorial for a basic blink and eye darts. Blinks are wide and varied in their style, but with the exception of super exaggerated cartoon blinks, the rule of thumb is that when we blink we use a lot of muscles in the face, and it's important that everything moves as one. A good example of this is the 'cartoon mask' theory, where everything in the eye, from brow to cheek, is connected and moves as one, just offset. We end with a basic workflow for eye darts.

Malcolm Rig courtesy of Animschool.com

Basic Take Tutorial

A basic take tutorial. Using standard workflow procedures, We start with the two key poses, add breakdowns, then do our ease out/overshoots. The key here is to keep your workflow clean and precise and to utilize all the controls to enhance the motion we're aiming for.


Malcolm Rig courtesy of Animschool.com

Walk Cycle: Basic Walk Tutorial

A basic walk cycle tutorial, done using a 3d specific approach. I.E, what this means is, the cycle is not built following any defined poses in the cycle, such as would be done in 2d animation. Rather, this approach is meant to take advantage of the inherent weaknesses of 3d animation (basically, the computer's splining), and turn them into an advantage to speed up workflow.

Malcolm Rig courtesy of Animschool.com

Bouncing Ball tutorial

Just a quick demo of a bouncing ball with all the fixins: rotation, stretch and squash, etc.




Ball rig courtesy of Saul Garcia, and can be downloaded here

overlapping action/tail tutorial

A basic take tutorial. Using standard workflow procedures, We start with the two key poses, add breakdowns, then do our ease out/overshoots. The key here is to keep your workflow clean and precise and to utilize all the controls to enhance the motion we're aiming for.

Malcolm Rig courtesy of Animschool.com