character rigging cs 490.006/582.001 modeling and animating human figures page 82 foot pivot points

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CHARACTER RIGGING CS 490.006/582.001 MODELING AND ANIMATING HUMAN FIGURES PAGE 1 FOOT PIVOT POINTS

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Page 1: CHARACTER RIGGING CS 490.006/582.001 MODELING AND ANIMATING HUMAN FIGURES PAGE 82 FOOT PIVOT POINTS

CHARACTER RIGGING

CS 490.006/582.001MODELING AND

ANIMATING HUMAN FIGURESPAGE 1

FOOT PIVOT POINTS

Page 2: CHARACTER RIGGING CS 490.006/582.001 MODELING AND ANIMATING HUMAN FIGURES PAGE 82 FOOT PIVOT POINTS

SKINNING

CS 490.006/582.001MODELING AND

ANIMATING HUMAN FIGURESPAGE 2

Page 3: CHARACTER RIGGING CS 490.006/582.001 MODELING AND ANIMATING HUMAN FIGURES PAGE 82 FOOT PIVOT POINTS

THE WALKING CYCLE

CS 490.006/582.001MODELING AND

ANIMATING HUMAN FIGURESPAGE 3

EXTENDED POSITION: THE CHARACTER’S

WEIGHT SHIFTING TO

THE FORWARD FOOT

RECOIL POSITION: TRANSFER BODY WEIGHT TO THE FORWARD FOOT,

BENDING THE FORWARD KNEE TO

ABSORB SHOCK

PASSING POSITION:

FORWARD KNEE STRAIGHTENS AND THE FREE

FOOT PASSES THE SUPPORTING

FOOT

WEIGHT-BEARING FOOT LIFTS OFF THE GROUND AT THE HEEL, BODY STARTS TO FALL FORWARD LIKE A

PENDULUM

FREE LEG CONTACTS GROUND,

COMPLETING HALF CYCLE,

FOLLOWED BY MIRRORED

SECOND HALF

Page 4: CHARACTER RIGGING CS 490.006/582.001 MODELING AND ANIMATING HUMAN FIGURES PAGE 82 FOOT PIVOT POINTS

THE RUNNING CYCLE

CS 490.006/582.001MODELING AND

ANIMATING HUMAN FIGURESPAGE 4

CONTACT POSITION:

BODY LEANS FORWARD AND

LEGS ARE FARTHER

APART THAN IN WALK

RECOIL POSITION: BODY MOVES

FASTER THAN IN WALK, SO

MOMENTUM INCREASES AND

BENT LEG IS MORE EXAGGERATED

PASSING POSITION: HALFWAY

THROUGH STEP, THE GROUNDED FOOT PUSHES

THE BODY UPWARD

BODY IS NOW

AIRBORNE AND IS AT

THE HIGHEST POINT IN

THE CYCLE

BODY LANDS AND THE NEXT STEP STARTS, WITH SECOND HALF OF CYCLE

MIRRORING FIRST HALF

Page 5: CHARACTER RIGGING CS 490.006/582.001 MODELING AND ANIMATING HUMAN FIGURES PAGE 82 FOOT PIVOT POINTS

THE SKIP CYCLE

CS 490.006/582.001MODELING AND

ANIMATING HUMAN FIGURESPAGE 5

THE SKIP STARTS LIKE THE WALK,

WITH THE FEET APART, BUT THE

EMPHASIS IS ON THE TOES

THE WEIGHT IS TRANSFERRED TO

THE FORWARD FOOT, OR, MORE

SPECIFICALLY, THE FORWARD

TOE

THE FOOT PUSHES OFF, SENDING THE CHARACTER INTO A

SMALL HOP; THE OTHER FOOT

MOVES FORWARD AS THE HIPS

ROTATE

IN MID-LEAP, THE BACK LEG

MOVES FORWARD

SLIGHTLY; THE FORWARD LEG

REMAINS HIGH AND

TUCKS UNDER THE BODY

THE CHARACTER LANDS ON THE REAR

FOOT, WITH THE

FORWARD FOOT

STAYING HIGH

THE FORWARD FOOT TOUCHES DOWN AND THE

CYCLE REPEATS IN A MIRRORED

FASHION

Page 6: CHARACTER RIGGING CS 490.006/582.001 MODELING AND ANIMATING HUMAN FIGURES PAGE 82 FOOT PIVOT POINTS

THE SNEAKING CYCLE

CS 490.006/582.001MODELING AND

ANIMATING HUMAN FIGURESPAGE 6

STARTING ON HIS TOES, THE

CHARACTER IS SLIGHTLY OFF-

CENTER, SO THE ARMS ARE

EXTENDED TO MAINTAIN BALANCE

RECOIL POSITION: THE FEET

STAY CLOSE TO THE

GROUND TO MAINTAIN BALANCE

PASSING POSITION: THE PLANTED LEG

DOESN’T EXTEND

NEARLY AS MUCH AS IN THE WALK

BEFORE THE PASSING LEG

TOUCHES DOWN, THE CHARACTER

LEANS OVER AT THE WAIST TO HELP

MAINTAIN BALANCE

THE CYCLE IS

FINISHED AND

READY FOR THE NEXT

LEG

Page 7: CHARACTER RIGGING CS 490.006/582.001 MODELING AND ANIMATING HUMAN FIGURES PAGE 82 FOOT PIVOT POINTS

LEAPING

CS 490.006/582.001MODELING AND

ANIMATING HUMAN FIGURESPAGE 7

ANTICIPATION

OVERSHOOT

FOLLOW-THROUGH