Free Ebook cover Character Animation Starter Kit: Posing, Weight, and Walk Cycles

Character Animation Starter Kit: Posing, Weight, and Walk Cycles

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10 pages

Character Animation Starter Kit: Run Cycles and Faster Locomotion Basics

Capítulo 7

Estimated reading time: 8 minutes

+ Exercise

A run cycle uses the same core locomotion logic as a walk, but the mechanics change because speed introduces a flight phase (both feet off the ground) and a stronger impact on landing. Your job is to design poses and spacing so the character feels fast, stable, and grounded—without looking like they’re slipping or floating.

1) Run cycle pose set: strike, down/compression, passing, up/flight

Most run cycles can be built from four repeating poses per leg. The naming varies (contact vs strike), but the intent is consistent: one foot lands, the body compresses, the legs swap, and the body launches into flight.

A. Strike (landing)

What it is: The leading foot hits the ground. In a run, this is often a strike rather than a gentle contact: the foot is moving faster relative to the ground and must absorb more force.

  • Foot: Place the landing foot slightly ahead of the hips (how far depends on style). To avoid a “braking” look, don’t overreach; keep the ankle under control and the shin angled to support the load.
  • Hips: Slightly forward of the planted foot in many stylized runs; in realistic runs, the foot may land closer under the body at higher speeds.
  • Back leg: Trailing behind, finishing push-off (toe last to leave).
  • Torso/head: Already committed forward (no sudden upright snap).

B. Down / Compression

What it is: The frame(s) right after strike where the body absorbs impact. This is where the run feels heavy or light.

  • Hips drop: More than in a walk, but keep it controlled—too much drop reads like a stomp or fatigue.
  • Knee/ankle flex: The planted leg bends to absorb force; the foot may roll from heel/flat toward toe depending on style.
  • Torso: Slight counter-rotation and stabilization (avoid “accordion” bending unless stylized).

C. Passing

What it is: The swing leg passes the planted leg as the body travels forward. In a run, passing is often quicker and can be higher (knee lift) depending on speed and character.

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  • Lifted knee: Drives forward motion and sets up the next strike.
  • Planted leg: Transitions from absorbing to pushing.
  • Foot clearance: Ensure the swing foot clears the ground; even a small toe-drag can read as slow or tired.

D. Up / Flight

What it is: The body rises into a moment where no feet touch the ground. This is the signature difference from a walk.

  • Both feet off: Show clear separation from the ground for at least a frame or two (depending on frame rate and style).
  • Body up: Hips reach a high point; the push-off leg extends behind.
  • Next strike leg: Reaches forward, preparing to land.

Practical step-by-step: block a basic run cycle (pose-first)

  1. Decide the run type: jog, sprint, cartoony dash. This sets stride length, flight time, and arm intensity.
  2. Block four poses for one leg: strike → down → passing → up/flight. Keep them readable and consistent.
  3. Mirror/offset for the other leg: The opposite leg is typically half a cycle out of phase.
  4. Check flight: Ensure there is a real airborne moment (both feet off) between push-off and next strike.
  5. Set a loop length: Commonly 8–12 frames per step for many stylized runs at 24 fps, but choose what fits your shot speed.

2) Controlling forward lean and maintaining balance at higher speeds

As speed increases, the character needs a stronger forward lean to feel like they’re driving ahead rather than stepping in place. The trick is to lean without looking like they’re falling uncontrollably.

Forward lean: where it comes from

  • Lean from the whole body: Think of the torso, hips, and head as a single “mass” tilting forward. Avoid hinging only at the waist unless the character is sneaking or exhausted.
  • Hips lead slightly: In many runs, the hips travel forward decisively while the chest stays stable enough to read intention and direction.
  • Head stability: At speed, the head often stabilizes to keep vision readable. Too much head bob can make the run feel uncontrolled.

Balance cues that prevent a “tipping over” look

  • Foot placement under the trajectory: The landing foot should catch the body along its forward path. If the foot lands too far forward, it reads like braking; too far back, it reads like slipping.
  • Consistent travel: The hips should move forward smoothly. Sudden speed changes inside the cycle can look like the character is being yanked.
  • Torso countering leg swing: Legs swing aggressively; the torso subtly counters to keep the run from looking like a ragdoll.

Quick diagnostic

Scrub your animation and watch only the hips (hide limbs if needed). If the hips look like they’re constantly being “caught” by the foot, you’re overreaching on strike. If the hips surge forward while the foot stays planted too long, you’re likely creating foot slide.

3) Emphasizing impact: sharper spacing and quicker contacts

Runs feel fast because of contrast: quick ground contacts and stronger changes in spacing around impact. You want the viewer to feel the hit, then see the body rebound into flight.

Sharper spacing around strike

  • Before strike: The swing foot accelerates toward the ground (larger spacing).
  • At strike/down: Spacing tightens briefly as the body compresses (a visual “hit”).
  • Out of down: Spacing expands again as the character pushes into flight.

Quicker contacts (shorter stance phase)

In a walk, the foot stays on the ground longer. In a run, the stance phase is shorter, especially at higher speeds. If your planted foot remains flat and stuck for too many frames, the run will read slow.

Speed feelGround contactFlightImpact cue
JogModerateSmall but presentSoft compression
RunShortClearNoticeable hit + rebound
SprintVery shortLongerSharp, snappy hit

Practical step-by-step: add impact without overcomplicating

  1. Identify the strike frame(s): Mark where the foot first hits.
  2. Add a clear down pose right after: One strong compression pose is usually enough to sell the hit.
  3. Shorten the time on the ground: Reduce frames between strike and toe-off until it feels energetic but still readable.
  4. Re-check foot stability: The planted foot should feel locked during the brief contact, not drifting.
  5. Preview at speed: Impact often looks “too much” when stepped through but correct at full playback.

4) Arms and torso as stabilizers

At higher speeds, arms and torso are not just decoration—they are stability systems that counterbalance leg motion and keep the run readable.

Arms: counterbalance and rhythm

  • Opposition: Typically, right leg forward pairs with left arm forward (and vice versa). This counter-swing reduces unwanted torso twist.
  • Amplitude scales with speed: Faster run = bigger arm swing (or tighter, faster pumping for sprint styles). Choose one clear intent.
  • Elbow and wrist clarity: Keep elbow angles readable; avoid mushy, collapsing arms that blur at speed.

Torso: controlled rotation, not wobble

  • Shoulder/hip relationship: A small opposing twist between shoulders and hips can add realism and power, but keep it subtle enough to avoid a “washing machine” torso.
  • Chest direction: The chest generally points where the character is going. Over-rotating the chest side-to-side can make the run look like a dance.
  • Head as a stabilizer: Let the head lag slightly behind torso changes for natural damping, but keep the gaze direction consistent.

Practical step-by-step: sync arms to the legs

  1. Pose arms on the same key frames as legs: On strike, the opposite arm is forward.
  2. Check extremes: Arm forward/back extremes should align with leg extremes for a clean rhythm.
  3. Reduce noise: Remove tiny direction changes in wrists/elbows that create jitter at speed.
  4. Test silhouette: Make sure hands don’t disappear into the torso on forward swings unless intentionally tight.

5) Cleanup checklist: stride length, foot slide, arcs, silhouette at speed

Once the run reads, cleanup is about consistency and clarity. Use this checklist to catch the most common run-cycle problems.

Consistent stride length

  • Compare left vs right: The distance traveled per step should match unless the character is limping.
  • Track hips distance per cycle: If the character speeds up and slows down unintentionally, your stride length or spacing is inconsistent.

Reduced foot slide

  • Lock the planted foot: During the brief ground contact, the foot should feel anchored relative to the ground plane.
  • Watch toe-off timing: If the foot slides backward before lifting, you’re likely keeping it planted too long or pushing the hips too far forward while it’s still down.

Clean arcs (especially feet and hands)

  • Swing foot arc: The foot should travel in a smooth arc during flight and swing-through, with a purposeful drop into strike.
  • Hand arc: Arms should swing with clean paths; avoid sudden kinks at the wrist that read as popping.

Readable silhouette at speed

  • Separate limbs from torso: At fast playback, tangents kill clarity. Ensure elbows, knees, and hands don’t merge into the body shape on key frames.
  • Prioritize key readability: Strike and flight are the most important reads in a run. If you can only clean two moments, clean those.

Quick run-cycle QA pass (fast)

1) Playblast at full speed (no stepping). Does it feel like a run (clear flight)?
2) Scrub strike frames. Is the landing foot stable and not overreaching?
3) Check contact duration. Is the foot on the ground too long for the intended speed?
4) Toggle silhouette view. Are arms/legs readable on strike and flight?
5) Trace arcs for feet and hands. Any sudden corners or jitters?
6) Compare left/right stride distance. Any unintended asymmetry?

Now answer the exercise about the content:

When a run cycle looks like the character is slipping rather than driving forward, which adjustment best addresses the issue?

You are right! Congratulations, now go to the next page

You missed! Try again.

Slipping often comes from poor strike placement or a planted foot drifting while the hips keep moving. Landing along the forward path and keeping the foot locked during the short stance helps maintain traction and balance.

Next chapter

Character Animation Starter Kit: Body Mechanics Mini-Shots (Lift, Push, Sit, and Stop)

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