Here is my attempt at a true walk cycle using a pre -rigged character: Dumbu. My objective was to learn about the different mechanisms utilized in a more or less complete rig and begin animating the character to understand how they work and learn of any limitations I may run across. I carefully studied a number of resources to study nuances in walking and I found the online tool created by Bio Motion Lab to be most invaluable (https://www.biomotionlab.ca/Demos/BMLwalker.html). It features a number of sliders that allow you to see subtle differences between the male and female gait, as well as factors such as weight and emotional states.
At first glance, the outliner seemed very intimidating, but I was able to quickly navigate the different groups and determine which nodes I were able to manipulate by clicking on the various control geometry and using either the rotate or move tools.
My approach was to work from the ground up and refine as I go, being mindful of basic walk cycle concepts from traditional animation such as contact, recoil, passing and highpoint, the center of gravity, and secondary animation.
Here’s a look at the graph editor, which I used to refine the animation, each color representing a range of motion, either in rotation or translation, across the x, y, and z axes.
The appearance of the sine wave represents smooth motion which us desired for a successful walk cycle.
There were a few mistakes I’ve made that would’ve been alleviated by being more mindful of the number of frames in my animation; the basic cycle was created in 60 frames and should have been created in 48, which would have made the walk a little more natural in speed. Overall, I and happy with the result for a first go.