This can be whatever you want, but if you're creating a walk cycle for the first time, it's best to go simple. I'm starting at a point in this profile walk cycle that's usually called the passing point. This is where one leg crosses in front of or behind the other. You'll also notice that at this point both of the characters arms are at the sides. Most of what you do in animation is frame by frame, where you draw each frame just a little different from the last to create the illusion of movement.
One tool that flash as well as many other programs have is called "onion skin. Turn that on. This will let you see exactly what was in the previous frame. So on to the next step in your walk cycle. Just after the passing point, the character begins to spring forward, and the back foot is only partially on the ground. Another important part of this frame is that the character is slightly taller in this frame than the previous one.
At this point, the front foot has just barely reached the ground, and the back foot continues to peel off the ground. The character's head is slightly lower at this point than it was in the previous frame. An important part about walk cycles to remember is that the arms will swing in reverse of the feet; so if the left foot is forward, the right arm is also forward. Your character has now fully made contact with the ground, so the body should reflect that. The head should be the lowest at this point in the cycle, and the arms spread out the farthest.
While the front foot is fully flat on the ground, the back foot is just getting ready to take off. We have reached the passing point once again: but you're not done yet. It's the other legs turn to move forward. The next two frames should be almost identical to steps two and three, but with the arms and legs on opposite sides of the body. Add them in the next two frames based off of those drawings, so that they create a nice bridge between the two passing points.
It might seem a little fast. This is just because of how simple the animation is and how few frames it uses. A good way to remedy this without adding in more drawings is to drag out each picture so it lasts for two frames, which essentially brings your frame rate down to Click the Onion Skin button. All frames between the Start Onion Skin and End Onion Skin markers in the Timeline header are superimposed as one frame in the document window. Onion skinning color coding helps you distinguish between the past, present, and future frames.
Onion skin frames that move away from active frame appear with progressively decreasing transparency. Locked layers with a padlock icon are not displayed when onion skinning is turned on. To check how your onion skinning is coming along, hover the mouse across the entire span on the timeline. Your animation plays in colored outlines giving you a precise preview of the changes. Legal Notices Online Privacy Policy.
User Guide Cancel. Create frame-by-frame animations. Click a layer name to make it the active layer, and select a frame in the layer where the animation is to start. Create the artwork for the first frame of the sequence. Use the drawing tools, paste graphics from the Clipboard, or import a file. To develop the next increment of the animation, alter the contents of this frame on the Stage. Creating frame-by-frame animations by converting classic or motion tweens.
Right-click Windows or Ctrl-click Macintosh the tween span you want to convert and choose Convert to Frame by Frame Animation from the context menu. Use onion skinning. Enable and disable onion skinning. Click the Onion Skin button to enable and disable onion skinning. To exclude or include frames, in the timeline header, right click any onion skin frame within the onion skin range.
Click and hold the mouse on the Onion Skin button to view and select the options. Advance settings in onion skinning. Customizing range. Customizing Colors for Onion Skin Display. To customize the color of the onion skin frames, select the Onion skin frame in the Timeline bar.
Modify the color-tint of the previous and future frames. Outline and fill mode. Customizing opacity. Show keyframes only.
In the Onion Skin Color option, select the color swatch buttons to customize and set colors for the Past, Present, and Future frames.
Anchor markers.
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