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Run cycle in animation
Run Cycle
 A Run cycle in animation is quite similar to a walk
cycle in animation.
 The key poses and general locomotion is all roughly
the same just pushed.
 Pushing timing, pushed spacing, pushed posing.
 A layered/pose to pose workflow means we’ll be first
roughing in our animation with one key pose at a time
while in the spline.
 Then once our keys are in place, we will work on one
body part at a time until its all polished.
 Below are the 7 steps of the run cycle in animation
Run Cycle in Animation
 1. Contact Pose
 2. Passing Pose
 3. Down Pose
 4. Up Pose
 5. Offset Rotations
 6. Cleanup Arms and Legs
 7. Refine and Polish
Run cycle in animation
1. Contact Poses
 The figure will place forward and twist far more with a
greater stride length.
 Go onward and posture the entire character with this
in mind:
1. Both feet in the air
2. Front Leg is straight for a stretch
3. Hips rotate toward the front leg
4. Chest opposes the bones
5. Arms resist the leads
6. Head fights the chest
2. Passing Poses
 In a usual run the passing pose defines:
1. The extreme shift in weight side to side over 1 foot
2. A straight in the planted foot
3. The halfway point for the limbs
4. Zero's Rotate Y on Torso and Hips
5. Rotate Z apex in the Torso and Hips
3. Down Poses
 This pose specifically defines:
1. The extreme bend forward
2. A flat leading foot that bends to take the weight
3. A back foots the last point of contact with the toes
and again it's the lowest vertical point.
4. Up Poses
 The up pose in a regular run establishes our airborne
hang time.
 Naturally, then the Up Pose defines:
1. The extreme bend back in the body (Rotate X)
2. Two feet both staying airborne for the first time and
the most significant vertical point of the run.
5. Offsets
 With all the key poses set, you're ready to start
offsetting the rotations on your controls.
 Which means your rotate x, y, and z won’t be all keyed
on the same timing.
 Ex. The entire hip rotates x curve is slid two frames
later- while y is slid one frame earlier.
6. Clean Up Arms and Legs
 The arms and legs are roughly setups from your key
poses, but you have to set some in between keys to
make the locomotion better.
 Here where you: Add/Tweak secondary rotates/
translates like
1. A Translate X arc to the feet
2. Rotate Y and Z on the feet
3. Rotate Y and Z into the arms
4. Adjust offsets for these limbs
5. Push spacing for the legs as they are
6. Make sure straights and bends are retained
7. Drop heel rolls in 1 frame for a smooth pick up
7. Refine and Polish
 At this final stage these are the last few touches:
1. Arc cleanup
2. Knee Pops
3. Any other pops
4. Toe Overlap
5. Hand Overlap
6. Tone Down / Exaggerate
7. Toning down or exaggerating any part of your
animation should probably come first.
Thank You

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Run cycle in animation

  • 2. Run Cycle  A Run cycle in animation is quite similar to a walk cycle in animation.  The key poses and general locomotion is all roughly the same just pushed.  Pushing timing, pushed spacing, pushed posing.
  • 3.  A layered/pose to pose workflow means we’ll be first roughing in our animation with one key pose at a time while in the spline.  Then once our keys are in place, we will work on one body part at a time until its all polished.  Below are the 7 steps of the run cycle in animation
  • 4. Run Cycle in Animation  1. Contact Pose  2. Passing Pose  3. Down Pose  4. Up Pose  5. Offset Rotations  6. Cleanup Arms and Legs  7. Refine and Polish
  • 6. 1. Contact Poses  The figure will place forward and twist far more with a greater stride length.  Go onward and posture the entire character with this in mind: 1. Both feet in the air 2. Front Leg is straight for a stretch 3. Hips rotate toward the front leg
  • 7. 4. Chest opposes the bones 5. Arms resist the leads 6. Head fights the chest
  • 8. 2. Passing Poses  In a usual run the passing pose defines: 1. The extreme shift in weight side to side over 1 foot 2. A straight in the planted foot 3. The halfway point for the limbs 4. Zero's Rotate Y on Torso and Hips 5. Rotate Z apex in the Torso and Hips
  • 9. 3. Down Poses  This pose specifically defines: 1. The extreme bend forward 2. A flat leading foot that bends to take the weight 3. A back foots the last point of contact with the toes and again it's the lowest vertical point.
  • 10. 4. Up Poses  The up pose in a regular run establishes our airborne hang time.  Naturally, then the Up Pose defines: 1. The extreme bend back in the body (Rotate X) 2. Two feet both staying airborne for the first time and the most significant vertical point of the run.
  • 11. 5. Offsets  With all the key poses set, you're ready to start offsetting the rotations on your controls.  Which means your rotate x, y, and z won’t be all keyed on the same timing.  Ex. The entire hip rotates x curve is slid two frames later- while y is slid one frame earlier.
  • 12. 6. Clean Up Arms and Legs  The arms and legs are roughly setups from your key poses, but you have to set some in between keys to make the locomotion better.  Here where you: Add/Tweak secondary rotates/ translates like
  • 13. 1. A Translate X arc to the feet 2. Rotate Y and Z on the feet 3. Rotate Y and Z into the arms 4. Adjust offsets for these limbs 5. Push spacing for the legs as they are 6. Make sure straights and bends are retained 7. Drop heel rolls in 1 frame for a smooth pick up
  • 14. 7. Refine and Polish  At this final stage these are the last few touches: 1. Arc cleanup 2. Knee Pops 3. Any other pops 4. Toe Overlap 5. Hand Overlap 6. Tone Down / Exaggerate 7. Toning down or exaggerating any part of your animation should probably come first.