It
is easier to animate in layers, so this example has the upper
half of the body in a separate layer so we can first concentrate
on the lower half. As all energy/movement initiates from the hips,
it is a good idea to start blocking out your hips first.
We are going to create
what is called a run on 6. In traditional animation the frame
rate is 12fps. So a run on 6 has each step taking 6 frames, thus
two steps a second. For PAL or film that is roughly double. So
for a 3D run we will start with a step that takes 14 frames.
- First change your keys
to flat/clamped before you start setting any keys
- Pose your lower half such that the leading foot almost touches
the ground.
- Cleanly plant your extremes, just by positioning the pelvis
first. (don’t worry about the feet positions as yet. You can
draw a CV curve to assist you with the trajectory of the pelvis.
As a rule of thumb the height of the curve should not be much
greater than half the height of your character’s head.
- I have used the Ghosting function of Maya so that you can see
all the different extremes in one image. To show ghosting, select
the geometry you wish to ghost and then select Animate > Ghost
Selected (and use custom keyframes in the options)
- Now with your position
right you can swap the middle foot pose around.
- At this stage we will
only work in the side viewport, so be careful to only move your
feet and pelvis only along the plane of your viewport (YZ plane
for my setup).
- Now the next step is
to block in the up position of the pelvis
- Now to finish off the
pelvis placement we will add in the contact extreme and
the pass extreme. NB: Don’t move the feet, just
the pelvis, no matter how ugly it may look.
Now with your extremes
blocked out for the pelvis we can position the feet for each extreme.
Note that for the pass
and contact extremes the planted foot should remain planted for
pushing off and landing respectively. The image below shows the
trajectory you should aim for with the passing foot in a run cycle.
It lifts up higher on the first half of the arc and lowers on
the second half when the heel rotates forward ready to receive
weight.
Now adding the left foot trajectory as well we have.
Now we can line up our
feet with our foot trajectories.
Here is the stepped animation
so far.
Pelvis Roll
Now that our timing and poses pass as some kind of animation
we can start to refine the behaviour of the hips. As we are
animating in layers, it makes things easier if we create
another character set for the pelvis rotation.
- In the pass position the hips rotate upwards to accomodate
the passing leg. But in order to balance, the centre of the pelvis
also has to be translated (in this case to the right) in order
to maintain balance over the centre of gravity.
Select the pelvis controller (make sure you are using Gimbal
Rotation) and move to the down positions (frame 0,14,28) and
rotate the hips up for the passing leg.
........
- When one leg is extended
forward the hips also rotate forward.
With the roll now added
on the hips we get the following animation (the keys have been
changed to linear).
Now we need to work on
the weight of the legs. The above animation looks really floaty
and lunar. For the specified timing the character needs to demonstrate
greater effort in lifting his weight to have such timing.
First lets visit the
graph editor and work on our tangents. Things to check for are
tangent overshoots, and to add in discontinuous tangents when
the feet hit the ground and when they take off.
Now we can make the running
steps seem heavier by repositioning the keys. Currently our keys
are evenly spaced.
By delaying the pass
and the contact extremes by a few frames we can add greater weight
to this run.
.....
The Spine
Now that we have a halfway
acceptable animation going, we can work our way up the body. The
spine essentially counters the movement of the hips. So for the
first key on the Pelvis (the down extreme) we
twist the spine to counter for the up/down rotation. Always
be aware of the line of balance.
Then at the up
extreme we need to counter the forward rotation of
the hips
...
Countering
the pelvis rotation for the up and down extremes gives the following
The
Head
As can be
seen the in animation above, the head is getting thrown around
a lot (very happy-go-lucky). For a concerted run, the head should
be facing forward and be somewhat focused on a target (unless,
for example, the character is being chased by an assailant).
Another subtle detail
that can be added with the head is the small secondary motion
of the head after the up extreme.
The Arms
The arms carry a lot
of the personality of the run. The essential arm movement for
a run will have the widest swing on the up extreme, and the smallest
at the down extreme.
... ...
Loosening
up the arms
As the arms
are receiving the energy from the pelvis they act a bit like tails
and we need to show a small amount of delayed energy transfer
up the arms. The easiest way to do this is to stagger the FK keys
of the arms using the dope sheet editor.
...
Which give
us the following animation, which is an acceptable run cycle.
...
Note on scaling keys
When you have finished
your run cycle and weighted it accordingly it is not advisable
to scale your keys as your keys spacing reflects the weighting
of the character running and scaling would result in an unnatural
looking transfer of weight.