Walk Cycle: Animate a Loop, Step by Step | Giulia Martinelli | Skillshare

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Walk Cycle: Animate a Loop, Step by Step

teacher avatar Giulia Martinelli, Animation Director / Illustrator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Animate a Walk Cycle!

      1:09

    • 2.

      Set Up Your Project

      2:01

    • 3.

      Checklist: Things To Keep in Mind

      1:35

    • 4.

      Building the Basics

      3:01

    • 5.

      Bringing Paper to Life

      1:18

    • 6.

      Adding In-Betweens

      1:25

    • 7.

      Finishing Up

      2:31

    • 8.

      Conclusion

      0:56

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About This Class

A walk cycle is one of the most essential 2D hand-drawn animation skills—and also one of the most fun to experiment with! In this short and focused SkillPill, we’ll break down the key poses of a walk cycle, step by step.

Using Procreate Dreams, or Adobe Animate (but adaptable to any animation tool, even pen and paper), you’ll learn how to:
- Build a smooth looping walk cycle from scratch
- Play with timing and personality to give your character a unique style
- Move the character in space or animate a scrolling background
- Push your animation skill further

Whether you’re an illustrator curious about animation or an animator looking to refine your fundamentals, this class will help you bring your characters to life—one step at a time.

Bonus: I’m providing a walk cycle template to help you get started quickly!

Meet Your Teacher

Teacher Profile Image

Giulia Martinelli

Animation Director / Illustrator

Teacher


Hello, I'm Giulia, a full-time freelance animator, and illustrator.
After graduating from in Animation (Turin, Italy) with my animated film MERLOT, I started my journey as a freelance artist and I hopped around Europe for a while, before settling down in Zurich, Switzerland.

In my daily practice, I juggle client commissions, teaching, and personal projects.

If you want to stay in touch and receive a monthly newsletter from me, Creative Crave is the place where I share some behind-the-scenes and updates from my desk. You will also find me on Instagram and on YouTube.
See you in class :)

Giulia

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Transcripts

1. Animate a Walk Cycle!: Walk cycles are one of the most fundamental skills in animation, and they're also a lot of fun. Mastering a simple walk will open the door to endless creative possibilities, whether you're just starting out or looking to sharpen your skills. I'm Julia Martinelli, an animation director, and in this class designed for beginners, I'm breaking down the process into easy step by step lessons. You can follow along using animation software like Broker Dreams or Adobe Animate, or simply grab a pencil and paper. I've got you covered with templates and printable worksheets for every approach. With this class, you'll get a Pintrebard packed with references, plus templates and worksheets to make learning as smooth as possible. My goal is to give you instant results that will motivate you to keep animating. Let's get started. Mm. 2. Set Up Your Project: Before we jump into animating, let's get everything set up. I've prepared some handy templates to help you get started, whether you're working digitally or on paper. I'll walk you through how to use them and set up your project. I made this template for you with the key poses of a walk cycle. If you work with pen and paper, you can simply print and use this page. Otherwise, I prepare two animation projects for you. One for Procreate Dreams and one for Adobe Animate. When you open the animation project, you will find a reference layer with our guide key poses already in position and one layer with the ground guide. For this lesson, we're focusing on a basic walk cycle. But remember, there isn't just one way to walk. Every character has a unique rhythm and style. Today, we're learning the ground rules, which you can later bend, break, and experiment with to create all sorts of fun and quirky and silly walks. For some inspiration, I made this Pinter sport in which I collected some amazing walking animated loops. Find the link in the resources. To keep things simple and focus purely on movement, our character design will be minimal. No swinging arms to worry about. Maybe they're holding a box, gripping backpack straps or just no arms at all. You can use the circle based template I've provided or design your own. This is the design I chose for my own walk in character. By the end of this class, please upload on the project section your process and your final walk. Now, let's get set up and start bringing our character to life. 3. Checklist: Things To Keep in Mind: Before we move forward, let's go over a quick checklist to make sure your walk cycle is clean and consistent. These are my top tips to check every time I animate a walk cycle. First, check the ground line. If your characters fit don't land properly, they will look like they're floating. I've added a blue guideline in the templates. Use it to keep each step grounded. Two, keep your volumes consistent. Make sure the size and proportions of your character stay the same throughout the cycle. This keeps the animation smooth and believable. Once you design your character in the first pose, you can use it as a reference for the following ones. To make this task easier, keep the design simpler. Three, differentiate the back leg. A simple trick is to color the back leg slightly darker. This helps you avoid confusion while animating and makes the motion clearer to the viewer. Four, rough and clean. Do first a rough pass and later you can clean it up. Maybe you could design your character already in a clean version for your first key pose and then go on with rough, quick poses and give yourself the time to refine them and clean them later. With this in mind, let's go through the four key poses. 4. Building the Basics: Et's go step by step and bring our walk to life. Would you believe me if I told you that a walk cycle only needs four drawings, AKA key poses, that's it. Once you understand those, you are well on your way to animating a smooth, natural walk. Let's break them down. The first key pose is called contact. It's the pose in which the front foot touches the ground. Be sure the heel of the leg in front is touching the blue line. Both legs are straight in this pose. In my case, for now, I'm duplicating the drawing. This is called ints for a better rhythm. I'm activating the onion skin, which allows me to see the previous and following frame, so I can move to the next keypose. The second keypose is down. The body lowers and the knee bends. This is the lowest pose of the cycle. I take my character again, I reference the previous keypose, and I redraw it in the new position. Third pose is passing pose. The back leg swings forward while the body starts lifting. The head in this pose is higher than in the contact pose and the leg on the ground is fully stretched. Up is the fourth and final key pose of our walk cycle, the highest point of the cycle, just before the next step, it's the moment in which we lose balance pushing ourselves forward. Now we have these four poses. You can see it's already a walk. All we need is to repeat the same four poses for the other leg and boom, we have a looping walk cycle. Simple. To do so, I grouped my key poses, duplicated them, and swapped the legs. In this way, I'm animating also the step with the other leg. To have a hand drawn feeling, in this case, I redraw all my poses. Here we go. These are four drawings, duplicated. Let's say eight drawings in twos, and here we have a first walk cycle. Next, I move to the cleanup phase where I refine all my poses with a smooth, clean brush stroke. Now our character is alive. But let's go on. It's not over yet. 5. Bringing Paper to Life: If you've been working on paper using my template, this lesson is for you. To see your animation come to life, we need to sequence the drawings into a video. A super easy and free way to do this is by using Stop Motion Studio. Here is how download the free app, Stop Motion studio, and create a new project. Set the frame rate to 12 frames per second for a smooth animation. Take a picture of your first drawing. Better if you use a tripod, but not necessary, then turn on onion skin mode so you can align each new frame with the previous one. Continue capturing each drawing, making sure everything stays aligned. Then loop it, select all the frames, copy and paste them to extend the animation. Finally, you can export your animation as a video. Your hand drawn work cycle is ready. This is a fun, simple way to animate without digital tools. But now let's push our animation forward. 6. Adding In-Betweens: At this stage, your work cycle already works. But if you want to push it further, especially if you're working digitally, you can add in betweens to make the motion smoother. In betweens are the drawings that go between key poses, helping to refine the movement. Here is how to do it. First, create a new frame between two key poses. Because earlier I duplicated my frame, I'm simply going to delete the second one. Then turn on the onion skin mode to see both the previous and next frames and then draw an intermediate pose carefully placing the legs and body in a natural transition. Then repeat this for all key poses to smooth out the motion. Here I'm going to put a time lapse of my process of in between the full animation cycle. This step isn't essential, but it makes a big difference. Your character will work more fluidly and naturally. Try it out and see how your animation levels up. This is how my character ended up looking after the in between process. Now let's go to coloring and finishing up. 7. Finishing Up: Lastly, I have added color to my work cycle by simply creating a new track and coloring frame by frame. Look at this lovely fella strolling around. A quick note on software. If you use Animate, you might be able to color much faster with the bucket tool. So now your loop is done, now what? Let's explore some creative ways to use it. You could export it as a transparent Jif and use it as it is, or you could integrate it into a scene by adding a moving background or shifting the character across the screen. For moving the background, since the character is animated on the spot, we can create the illusion of movement by animating the background instead. Just keep in mind the frame rate. If your animation was made in twos and you didn't draw in betweens, the background should follow that rhythm as well unless you like the skating effect. After drawing or importing our background, I simply set two keyframes, one in the beginning, one at the end, and a linear easing. Another option is to add key frames this time not to the background, but to the walk cycle itself. I grouped my walk cycle and applied two linear keyframes. Just like that, Tada for an extra level of polish, try adding a blink to bring your character to life. A simple trick is to extend your walk cycle loop three or four times and animate the blink on just one repetition. This way, your character blinks naturally every couple of seconds. Finally, you can push your animation even further by playing with squash and stretch. If you check the template and reference, you will notice how the round body stretches and squashes, adding a bouncy lively effect. Try following this movement, exaggerating it, and experimenting to take your animation to the next level. I'm looking forward to see how your work looks and how you're going to use it. Be sure to post your process and progress in the project section. 8. Conclusion: Good job. Now you've got the basics of a walk cycle, but this is just the beginning. Every walk is unique and playing with timing, style and personality is where the real fun begins. Try recording yourself or observing others to analyze different walks. Maybe your character a tiny quick steps or maybe they bounce dramatically with each stride. With this class, I wanted to give you a solid starting point and spark your curiosity. If you'd like to go deeper, maybe animating arms, adding personality or tackling more complex wok. Let me know. I'd love to create a follow up class. Until then, have fun animating and don't forget to share your work in the project section and follow me. See you there.