Wednesday, February 17, 2010

In A Thrust - July 20, 1989 part two

These pages were out of order, so I missed them when I posted Tissa's lecture notes last week.


When you land or hit the ground you must have impact or counterbalance the action.


Some notes on the forward treadmill walk -possibly the most difficult bit of mechanics in character animation.

Arms should not synchronize, it will be dull. Or soldier like.
Have arm action lag the step. It adds interest.
Don't move the body parts in the same speed.

Make sure the legs are or remain the same length. They shouldn't grow and shrink.

In a thrust the body will catch up to the arm.

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