Critique => Pixel Art => Topic started by: Pukahuna on January 16, 2017, 05:02:19 am

Title: Walk Cycle
Post by: Pukahuna on January 16, 2017, 05:02:19 am
I'm trying to make a walk cycle animation, but it's looking very weird so far, it's most like he's dancing than walking, anyone could give me some tips?
The character is also unfinished, i'll refine it when i'm satisfied with the animation

(http://i.imgur.com/6dxokiD.gif) (http://i.imgur.com/YshNNxM.gif)
Title: Re: Walk Cycle
Post by: TEETH on January 16, 2017, 06:24:22 am
he needs a bob . we dip down when we step.
Title: Re: Walk Cycle
Post by: MysteryMeat on January 16, 2017, 08:35:46 am
I'd say you might have to start over again from scratch, the only thing really going right here is the turn on the chest and the arms from about shoulder to elbow.
You seem to be putting either not enough motion in, or too MUCH motion in. Try looking at how some other games approach walk cycles like this, and remember that arm swings are intended as a counter-weight. When the right leg is as forward as it can be, the right arm should be as far back as it can be.

Another tip: Start with 4 frames and work out from there! Frame 1 is static, frame 2 right leg forward left back, frame 2 same as 1, then frame 4 LEFT leg forward and RIGHT leg back.
Like I've done with this slime sprite!
Title: Re: Walk Cycle
Post by: Trihook on January 16, 2017, 03:27:45 pm

I suggest you check your timing on the arm swing compared to your legs. The arm should be at most extended one frame after the foot contacts the ground. Also, the arm should spend most time in the ends of the swing, as it decelerates to full stop there and starts accelerating back. Your frame is really short at this point. The (our) left foot is glitched making it seem he twists his ankle which doesn't help with the animation. The (our) right arm moves less than the left one, even after taking perspective into consideration. I think it should jut out more on the swing.

Timing plays a large part of any animation.