Create believable walk cycles and learn effective animation techniques in XSI. Contains over 3.5 hours of project-driven training. Perfect for beginner to intermediate artists. Popular highlights include: Body Mechanics of a Walk Cycle; Disposition of the Feet for Balance; Reference Points for Convincing Poses; Weight Transfer Throughout the Steps; Follow-through and Overlapping for Realistic Fluidity; Procedures for Blocking Animation; Timing and Spacing for Believable Weight; Using Exaggeration to Accentuate Poses for Interest; Methods to Use to Accelerate Workflow; Using Simple Expressions to Shift Keys for Desired Timing; Creating Advanced Controls for Greater Functionality in Rig; Exploring XSI's High-level Editing System to Manipulate Poses; Utilizing the Animation Editor to Enhance Blocked Animation; Transform Parameters for Quick and Easy Key Modification; Translating Walk Cycle Forward; Helpful Diagrams for Motion Clarity; Techniques for Building Seamless Cycles. Software required: XSI 6.0 and up.
Delano works avidly as an animation author at Pluralsight. Starting his career at animation studios like Shilo, Delano has developed a strong passion for his talents. His animation and rigging background help him teach and create some of the most-watched training on Pluralsight.
Introduction and Project Overview Hi, welcome to the Walk Cycles in XSI training material. I'm Delano Athias, Lead Animator at Digital Tutors, and I'll be walking you through the steps of creating a realistic walk in XSI. We've got a lot of cool material in store for you. We're really going to be delving into the biomechanics of a walk. What needs to be done to make it look convincing? Discussed will be information like how the upper body and the hips should move throughout the walk, or how the disposition of the feet should be to keep the character balanced throughout, and even what to do to show good weight as the character walks. We'll even be exploring important animation principles that should be applied in any of our projects, principles like follow through and overlapping for realistic fluidity in motion, exaggeration for a more appealing look, and timing and spacing for believability in our walk. And those are just to name a few. We've also included other things that I really feel you're going to enjoy as they will be useful for you when animating your own walk cycle. And that's what we really encourage you to do, really get creative and use what you learn here as a base to, let's say, add fun personalities in your walk afterwards. So with enough said, let's go ahead and begin.