Animating a Freeform Walk Cycle
 
 
 

While 3ds Max has a dedicated method (Footstep mode) for creating quick and easy walking animations, you can also create walk cycles with freeform animation.

In this lesson, you’ll use animated pivot points and IK blend keys to constrain the feet to the ground plane.

Skill level: Intermediate to Advanced

Time to complete: 1 hour and 10 minutes

How a Biped Walks

If you don’t use Biped to create a walk for you, it helps to know that a human walk cycle is defined by two steps: left foot to right foot, followed by right foot to left foot (or vice versa). The two steps break down into four states:

Left to right:

1. Contact

2. Down

3. Passing

4. Up

5. Contact again (same as 1, but with legs reversed)

  1. Contact: Both feet are on the ground. At this point, the stride is at its longest: this is known as an extreme pose.
  2. Down or “Recoil”: After contact, the weight goes down on the front leg. The body lowers, and both legs bend.
  3. Passing or “Breakdown”: The front leg straightens and the back leg passes it. The body raises to a point that is higher than in the contact position.
  4. Up or “High Point”: The back foot is now the front one, and is about to make contact. The other foot pushes up and forward, raising the body to its highest position.
  5. Contact: The same as pose 1, but with the opposite leg forward.

You can start animating the cycle at any of these poses. Animators often prefer to begin with the contact pose, as that pose (in general, any extreme pose) is a good reference to build from.

You have to decide how many frames the walk cycle will use. Twelve frames yield two steps per second: this is a natural pace, which we will use in this tutorial. Cartoonists sometimes use an 8-frame cycle to create a fast, humorous walk. A 24-frame cycle would give (for film) one step per second, suitable for a slow-moving character. This tutorial uses a slightly slower 37 frames for the cycle.

Preparation for This Tutorial