Final research on 'The Animator's Survival Kit' by R. Williams - Part 3
The heel (page 136)
‘The
heel is the lead part.
The
foot is secondary and follows along.
The heel leads and the actual
foot drags behind and flops forward – but the heel controls it.’
For
walks and runs one should keep the heel flat on the ground until the last
possible moment before lifting it. That will give the feeling of weight to the
animation. There is an illustration that demonstrates this also:
The
following drawing serves as a guide for a correct heels motion during a ‘normal’
walk:
Also
setting a tempo:
Weight
shift (page 146)
‘The
weight shifts from one foot to another in a normal stride.
Each
time we raise a foot it thrusts the weight of our body forward and to the side
over the other foot.
And the shoulders mostly oppose
the hips and the buttocks.’
As
discussed in a previous post, walking represents a series of controlled falls.
As a result, the weight shifts from one leg to another constantly. The
shoulders oppose the inclination of the hips and the buttocks in general.
We could
also exaggerate the weight shift formula:
‘Tilt the belt line back and
forth favouring the leg that is lowest.’
‘Normally the belt line is down
with the foot that is down and up with the foot that is up.’
Arm movements (page
148)
While
the shoulder rises up in the passing position, the hand is at the lowest part
of the arc. Essentially, when the shoulder rises up, the arm should be in the
straightened (middle) position, between arching back and forth.
Another
thing to keep in mind that I have already mentioned before is that the arm
swing is at its widest on the down position, not on the contact position (as
can be seen in the next illustration).
‘To get some flexibility in an
arm swing we’d drag the hand – ‘
Runs and jumps and
skips (page 176)
‘In
a walk always one foot is on the ground. Only one foot leaves the ground at a
time.
In a run both feet are off the ground
at some point for 1, 2 or 3 positions.’
The same
goes for a run. With some more leaning and bigger arm swings the walk turns
into a run. The feet are still off the ground for only one frame. The next
illustration is of a ‘normal’ run on 6’s (4 steps per second).
For a
more ‘cartoon-ish’ approach – a cartoon run on 6’s but with the feet off the
ground for 2 positions and violent arm swing:
And a ‘real’
version of the same illustration with little to no arm action or up and down
motion of the body:
(and it doesn’t have to be in
balance all the time)’
Jumps (page 212)
‘In
a broad jump the person starts with a run and while running works into an
anticipation.
(nice to have the spine shape
keep reversing)’
‘Get lots of lean into the bodies.’
An image in the book I have found to be extremely useful for when I will have to create the jumping animation for my project. The image helps capture the up and down positions on the different parts of the body from a point of view.
To avoid
floating, weight needs to be applied. If a person jumps in the air, it is good
to get the arms or the feet going within the general jump. ‘This helps give
weight and avoids floating’.
References:
Williams, R. (2001). The Animator's Survival Kit. Unites States of America: Macmillan USA, pp.136-216.
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