Professional Documents
Culture Documents
In-betweening – thirds
Animating in Thirds
o Contact
Starting / ending position of a normal walk cycle
Both legs are in contact with the ground
One leg is in front of the character; the other foot is at the back of the character
Arms are also the farthest away from each other
o Lowest point
AKA down, bend, or low
The height of the head is at the lowest compared to the other poses in the walk cycle
Both legs are still in contact with the ground
Shows the most stable placement of the feet to the ground
Legs are bent down, preparing for the shift of the foot
- The leg in front takes the weight of the whole body
Arms can be:
- Farther away than the contact point (a form of drag)
- Closer towards the body
o Passing
AKA the push-off
Pose where the shift of the foot is seen
One leg is only in contact with the ground
- The leg at the front during the previous contact pose should be the one on the ground
- The other leg should be lifted off the ground, bent to create an almost 90 degree angle
Arms are closest to the body compared to other poses in the cycle
o Highest point
AKA up
The height of the head is the highest compared to the other poses in the walk cycle
Only one leg is in contact with the ground
Arms are starting to spread out
The center of gravity of the torso may be placed more towards the front (torso tends to
lean in more towards the front)
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o It is possible to create the walk cycle with only the eight poses, but in-betweens may be
added to make the walk more fluid
The number of drawings can set the speed that the character is walking on
Number of Drawings
Description Frame Rate
(Animating in 1s)
4 drawings A very fast run 6 steps a second
6 drawings A run or a very fast walk 4 steps a second
8 drawings Slow run or ‘cartoon’ walk 3 steps a second
12 drawings Brisk, business-like walk; ‘natural’ walk 2 steps a second
16 drawings Strolling walk (more leisurely) 2/3 of a step per second
20 drawings Elderly or tired person Almost a second / step
24 drawings Slow step One step per second
32 drawings ‘…Show me the way… to go home…’
o There is another pose that can be added to the walk cycle: mediant
Placed between the highest point and the contact
It allows for a safer transition between the poses before and after it
The foot in front guides down the walk heel first for a soft landing
Better used when the character’s highest point is leaning slightly
Can also be added between the contact and the lowest point
- Mostly used to slow down the walk
o The standard walk cycle is a template on how to create a normal walk
However, every individual has their own style of walk, or their walk can be differed based
on their mood or emotion
It is recommended to observe how one walks or how other people walk to get a sense of
how walks can differ
Considerations – Body Parts
o Foot movement
The heel serves as the lead part
- Heel controls the movement of the foot
- The heel leads and the actual foot drags behind and flops forward
- Lock the heel flat on the ground for the feeling of weight
- Keep the foot back until the last possible moment
Add more differences in how the foot moves to add more vitality
- It is possible for the foot position to not move for the entire walk cycle, but that would
make it look robotic
- For the back foot at the contact point, bend it towards the toe to make it so that the
toe is delayed to the rest of the foot movement
- For the height point, lift the front foot (same foot as before) with a different feet angle
Take note of how the foot moves
- There are three main sections to a foot (side view): heel, toe, and arch
- Make sure to divide the foot in this way to make it more believable
- Maintain the arch of the foot as much as possible
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o Leg placement
Take note of the leg at the front and at the back for every single frame
- This is to prevent shifting of the leg in the middle of the animation
- When creating the basic shapes, shade the foot that serves as your left foot (with the
character facing forward)
Draw the knees first before the legs
- Determining the placement of the knees first would help in a more consistent action
- The knees also serve as a pivot point with how the legs would move
- Determine the placement of the legs based on where the hips, knees, and feet are
Take note of the proportions of the legs
- In most cases, both the upper leg (thigh) and lower leg have the same size
- Some beginner animators may forget the proportions when doing the walk cycle
Once the walk cycle for the first half is finished, it can be copied for the second half
- However, take note of the differences between the right and left leg when doing the
rendering portion
o Arm movement
Take note of the arm at the front and back for every single frame
- This is to prevent shifting of the arms in the middle of the animation
- The arms would usually move opposite of each other, only meeting near the body
- Similarly, when drawing the basic shapes, shade the arm that serves as your left arm
(with the character facing forward)
Use the opposite leg to determine the position of the arms
- For a left arm, use the right leg; for a right arm, use the left leg
- Use the reverse position of the leg to determine how far the arm should swing (i.e. if the
right leg is at the front, the left arm should be at the back)
The arm should have a consistent arc
- Use the wrist as the basis for the path of action
- The arm movement is somewhat like a pendulum
- The arm swing is used to balance the thrust of the walk
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o Line-testing – legs
At this point, it would be wise to line-test the movement of the hips and legs before moving
on to the non-moving objects.
This is to confirm their movement and do any changes as early as possible.
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o Line-testing – arms
The arms would be line-tested before adding the basic shapes.
This is to determine the movement of the character, and to also see some discrepancies
on the differences in proportions.
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o Line-testing – legs
At this point, it would be wise to line-test the movement of the hips and legs before moving
on to the non-moving objects.
This is to confirm their movement and do any changes as early as possible.
It is important to take note of the changes in what foot is in front and what foot is at the
back based on the previous poses.
- Ex. If the foot planted down is the right foot, then the right arm should be the lower one.
- Ex. If first passing pose has a lower right arm, then the next should have a lower left arm.
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o Line-testing – arms
The arms would be line-tested before adding the basic shapes.
This is to determine the movement of the character, and to also see some discrepancies
on the differences in proportions.
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Take note of solid drawing when rendering the characters – treating them more like a
cylinder rather than a flat surfaced-object.
- This is better seen when looking at the belt line. Take note that the lower leg has a lower
belt line, and the higher leg has a higher belt line.
o The poses in the walk cycle in front view is the same with the ones in the side view. However,
with a different view, there are some things that need to be emphasized more in this view.
o The poses in the front view can also be applied to the back view, just reversed.
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o Contact
Both feet must be on the ground
One of the legs (right) is visibly in front, so it is drawn much larger than the leg at the back
One of the arms (left) is visibly in front, so it is drawn much larger than the arm at the back
There is a visible tilt of the torso; it is bent to the side of the leg placed behind
o Lowest point
Both feet are still on the ground
Legs are bent down a bit more, so the foreshortening is much more pronounced
The foot that is behind is lifting down a bit more, so foreshortening on the foot is also seen
The arms are also swinging farther away from the center of the body, so the foreshortening
is also much more pronounced
The tilt on the torso is less pronounced, where the bend is only mostly seen at the shoulders
and not on the hips
o Passing
Only one foot is planted on the ground, which is the foot that was on the front during the
contact and lowest point poses
The other leg (the one behind) is now off the ground and bent; the lower leg is not usually
seen; only the tip of the foot can be seen
The size of the thighs for both legs are almost the same, since they are on the same position
To maintain balance, the torso is tilted to one side, particularly to the leg that is planted on
the ground
Both arms are now at the same position, so foreshortening is not as visible
o Highest point
It is possible for this pose not to be present on the front walk cycle
One foot is still planted to the ground; to exaggerate the highest point, the foot is standing
on the toes only
The other leg is slightly nearer towards the ground, but still not touching it
To maintain balance, the torso is tilted to one side, particularly to the leg that is planted on
the ground, albeit lesser than that of the passing pose
The torso might also be placed more towards the front compared to the other poses, so
foreshortening may also be applied as such
The arms are now farther away from the torso, as such the foreshortening must be seen
Considerations – Walk Cycle in Front View
o Perspective and foreshortening
A walk cycle in front and back view can either be static or moving
Regardless, the idea of foreshortening must be applied to showcase which parts of the
body are in front and which are the ones at the back
Body parts affected by foreshortening:
- Legs (thigh, lower leg, or both)
- Feet (either facing front of both)
- Arms (upper arm, forearm, or both)
- Hands (usually the palm and fingers are considered as one unit for ease of animating)
- Torso and head (usually for highest point only
o Belt line
The belt line is where the hips usually are
Helps determine the start of the legs – determining the start and end of foreshortening
- The belt line is down where the foot that is planted on the ground
- The belt line is up when the foot is placed upwards / off the ground
Also aids with the tilting of the torso
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o Legs
The legs are applied with foreshortening depending on whether they are in front or at the
back
- If the leg is in front, then it is drawn larger
- If the leg is at the back, then it is drawn smaller
- If the lower leg is bent, then it is usually drawn smaller
- The lower leg can also disappear to the thigh when bent
The legs move either through the thigh only, the lower leg only, or both
o Shoulders
The shoulders can help aid in the placement of the arms
The shoulders are usually tilted opposite towards the belt line
- Reflects how the movement of the arm is reversed to that of the movement of the leg
- If the right leg is in front, then the shoulders are tilted upwards to reflect the right arm at
the back, and vice versa
Also aids with the tilting of the torso
o Arms
The arms are applied with foreshortening depending on whether they are in front or at the
back
- If the arm is in front, then it is drawn larger
- If the arm is at the back, then it is drawn smaller
The arms could move either through the upper arm only, the forearm only, or both
The hands can move independent of the arms (in terms of swaying), but still is based on the
movement of the arms
- The hands and lower arm may disappear when placed at the back of the passing pose
o Torso
The torso and head usually do not need to worry about foreshortening
- However, it can lean forwards during the highest point pose
The torso can tilt based on the movements of the belt line and shoulders
- Tilting usually occurs to balance out the body, usually affected by whether or not both
feet are planted on the ground
- A tilting is usually seen on the contact, passing, and highest point poses
Poses – Walk Cycle in ¾ View
o The ¾ view walk cycle shall also follow the four poses of the previous two walk cycles
o In creating this cycle, it is recommended that the side view and front view be used as a basis
to determine the poses
o Foreshortening and perspective is necessary when animating this walk cycle
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o Contact
Both legs are on the ground, with one in front and the other one at the back
Arms are opposite of the leg (i.e. if the right leg is placed in front, then the right arm is at
the back)
Belt line is placed downwards towards the leg that is at the back
Shoulder is placed downwards towards the arm that is at the back
There is a tilt to the torso
o Lowest point
Both legs are still on the ground
Knees are bent, so some foreshortening is necessary
Arms are placed farther away from the torso, opposite of their leg (i.e. if the right leg is
placed in front, then the right arm is at the back)
The torso is not tilted, but rather twisted due to the bending of the legs
The belt line and shoulder lines are more horizontal compared to the contact and passing
poses
Shoulder line is a bit higher since the arms are raised higher
o Passing
One leg is at the ground (the one in front on the contact pose)
The other leg is bent upwards, higher than any other pose
Arms are nearer towards the torso
The arm at the back could still be seen from the elbow until the tips of the hands
The arm at the back is significantly higher than that of the other arm in the shoulder
The torso seems to be a bit straighter, but the back reveals that the body is tilted towards
the direction where the leg that is on the ground
o Highest point
The torso and head is leaning towards the front, with the back being less curved than that
of the other poses
One leg is only on the ground, standing using the toes
The other leg is bent lower than that of the passing pose, but still lifted
Arms move farther away from the torso
Considerations – Walk Cycle in ¾ View
o Path of action
When creating a moving walk cycle in ¾ view, the path of action must be considered
The plane where the character is walking is more diagonal, include horizontal (side view) or
vertical (front view)
If the character is moving from one place to another, then the character must become
larger / smaller relative to the position of the camera
It is recommended to draw a horizon, vanishing point, and then some perspective lines to
ensure that the spacing and the sizing are according to the rules of foreshortening
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o The foundations of the four-legged walk cycle is based on the four basic poses of the two-
legged walk cycle:
Contact Passing
Lowest point Highest point
o The front legs are considered as one unit and the hind legs are considered as another unit
o Each unit is reflected a pose of the walk cycle
o Each unit also has their own belt line to use as the basis (hips for the hind legs; shoulders for the
front legs)
o The pose on the back legs is two poses behind of the front legs:
Number Front legs pose Hind legs pose
1 Contact (right leg in front) Passing (right leg on ground)
2 Lowest point (right leg in front) Highest point (right leg on ground)
3 Passing (right leg on ground) Contact (left leg in front)
4 Highest point (right leg on ground) Lowest point (left leg in front)
5 Contact (left leg in front) Passing (left leg on ground)
6 Lowest point (left leg in front) Highest point (left leg on ground)
7 Passing (left leg on ground) Contact (right leg in front)
8 Highest point (left leg on ground) Lowest point (right leg in front)
Considerations – Four-Legged Walk Cycle (Side View)
o Anatomy of the character
Four-legged characters are usually modeled after actual animals (canines, felines, horses)
For most of these animals, the anatomy of their front legs is similar to that of the human legs
whilst the hind legs are created differently
As such, there is a need to consider how the character’s anatomy would work before
creating this walk cycle
It is also noted that animated characters may have more human-like actions, as such, the
anatomy may be more similar to a human character
o Front legs
Most four-legged animals would have their front legs’ anatomy the same as a human’s
The ‘belt line’ is the character’s shoulders and ribcage, which can be represented as a
bigger circle when animating in its skeleton form
The poses of the front legs are the same with that of the two-legged walk cycle
The poses in the front legs must be two poses ahead of the hind legs
o Hind legs
The anatomy of the hind legs must be considered when animating
- When following more realistic anatomy, from the belt line, there are three joints
(compared to the normal 2 joints for the front legs)
- The three joints are the one near the hips, a joint that bends backwards, a joint that
bends forwards, and the paws (which do not have a joint technically but can be bent
so that the paws are firmly on the ground)
- When animating the three joints, the last two joints (joint that bends forwards and the
one near the paw) are created into one joint
- In animation, it is possible that a four-legged character would have the same anatomy
as that of the front view
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Regardless, it still follows the four poses similar to that of a two-legged walk cycle
The ‘belt line’ is the character’s hips, which can be represented as a smaller circle when
animating in its skeleton form
The poses in the hind legs must be two poses behind of the front legs
o Hips
The hips is represented by a smaller circle that holds the hind legs together, serving as its
belt line
Similar to the belt line of a two-legged walk cycle, it moves up and down a vertical axis
according to the pose of the hind legs
The tail is connected to the hips as well
o Shoulders and ribcage
The shoulders and ribcage is represented by a larger circle that holds the front legs
together, serving as its belt line
Similar to the belt line of a two-legged walk cycle, it moves up and down a vertical axis
according to the pose of the front legs
The neck and head is connected to the side of the shoulders
o Torso movement
The torso is connected by the two belt lines, the shoulders and ribcage, and the hips
The torso is more fluid, moving according to the movement of the belt lines
The torso does not necessary stretch or squash, and only maintains a set volume and
length
o Drag elements
Examples of these are the tail and the ears (and head in some cases)
Usually, the tail’s movements would either be:
- Moving upwards and downwards
- From side to side
- A type of a wave principle
For the ears, it is usually based on the movement of the torso, albeit delayed within a few
frames
o Contact
Considered as the starting / ending keyframe of a standard run cycle
Only one leg is in contact with the ground
- Similar to the contact pose of a walk cycle, the leg in front is stretched, and is only the
heel is in contact with the ground
- The leg at the back is bent, with the foot away from the ground
The arms are away from the torso, with the elbows at an angle
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o Mediant
The mediant is an in-between to make the movement more subtle and less abrupt, despite
being a run cycle
Can be placed either before or after the lowest point; may not even be placed at all
The level of the head is quite low, but must still be higher than that of the lowest point
When the mediant is placed before the lowest point:
- The leg in front is bent, the lower leg vertical to the ground, and the foot planted on the
ground
- The leg behind is the same with the contact pose
- The arms are nearer towards the torso, being lowered down, still at an angle
o Lowest point
AKA down, bend, low
The head must be at the lowest compared to the other poses
The thighs are closer to each other and touching
The lower leg at the front is bent even further, to help with cushioning the leg from the high
energy from the contact pose
The arms are closer towards the body
o Passing
The process of the changing of the foot in front
The pose for the run cycle is quite similar to that of the highest point pose in a standard
walk cycle:
- Only one leg is on the ground, which is only by the toes; the leg is also stretching
- The other leg is off the ground, rising a bit higher from the lowest point
- The arms are closest towards the body
o Highest point
AKA up
Unlike its walk cycle counterpoint, there are some cases where the head level is the same
than that of the passing pose
The back leg (the one in front at the contact pose) can either be:
- Still in contact with the ground, but only the tips of the toes
- Off the ground, slightly bent, highest off the ground
The leg at the front is still off the ground, now higher than that of the passing pose
The arms are going farther away from the torso once more
o Takeoff
A pose unique to the run cycle
Called because both feet are off the ground
The leg at the front is lower than that of the one at the back to prepare for the contact
pose
The leg at the back is lifting off, getting higher in preparation for the contact pose
The arms are getting farther away from the torso, much more than the previous pose
Considerations – Standard Run Cycle
o Difference from a standard walk cycle
Each pose from the walk cycle must have at least one leg on the ground, while the run
cycle has the takeoff pose, where neither feet are on the ground
Some poses of the walk cycle (contact, passing) have both feet on the ground, while the
run cycle usually only has one foot on the ground
The poses on the run cycle, when compared to the walk cycle:
- Tends to be more rigid
- Thinks of conserving energy with the body parts nearer towards the torso
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o Legs
Movement tends to have more vitality compared to a standard walk cycle
- This is because there is a lot more motion in a run cycle compared to a walk cycle
At least one of the legs are off the ground for all poses
When drawing the feet, it is still best to divide the bottom of the foot to three equal parts to
make it easier to draw later on
The placement of the leg is opposite to that of the arm (i.e. if the right leg is in front, then
the right arm is placed at the back)
o Belt line
The belt line is still present, albeit less curved compared to that of the walk cycle
The movement of the belt line still dictates the placement of the legs
- Favor the leg that is at the lowest point
- Belt line should be at the lowest towards the leg that is at the lowest
- Belt line should be at the highest towards the leg that is at the highest
- Helps determine the center of gravity, especially when the torso is leaning forwards
The movement of the belt line can still influence the movement of the shoulders
o Arms
The arms seem to swing around less than that of a walk cycle
- This is to preserve any energy that may be created when swinging the arms
- It is also to prevent any wind resistance created by the movement of the arms
The arms and hands tend to be more rigid than that of a walk cycle
- The angles of the arms are more pronounced compared to a walk cycle, which may
have some of the arms stretched out
- The hands are usually drawing as fists or the fingers straight out
Similar to the walk cycle, the arms are mostly more of a secondary action, and can move
independently of the legs
The placement of the arm is opposite to that of the leg (i.e. if the right arm is in front, then
the right leg is placed at the back)
o Torso
The torso is leaning more forwards
- This is because of the speed of the run cycle
- Mainly to maintain the balance while the character is running
The head must still be facing forwards
- The chin can be facing upwards to balance out the speed of the run
Other Run Cycles
o Four-drawing run cycle
Page 26 of 31
ANIMATION NCII – Animation 12a
Governor Pack Road, Baguio City, Philippines 2600
Tel. Nos.: (+6374) 442-3316, 442-8220; 444-2786;
442-2564; 442-8219; 442-8256; Fax No.: 442-6268 Grade Level/Section: ICT Ani 12 A, B, C, and D
Email: email@uc-bcf.edu.ph; Website: www.uc-bcf.edu.ph
- Push-off: the process of using the back leg to push oneself into moving forward; allows
the character to move forward even further without changing the feet
- Passing: the process of changing the foot in front; both feet are off the ground
- Contact: process of one of the foot touching the ground from the previous passing
pose; another stable pose
There is little change on the vertical movement of the head and body; it is possible for all
heads to be in the same level
The torso and head are leaning more forwards to help balance the character during the
very fast run
The arms are also in front (and usually non-moving):
- This run is mostly used to ‘chase’ another character
- It also helps minimize wind resistance
- It is also difficult to animate the arms independently due to the fast pace of this run
To emphasize the speed of this run, one can also add animation blurs
o Three-drawing run cycle
Page 27 of 31
ANIMATION NCII – Animation 12a
Governor Pack Road, Baguio City, Philippines 2600
Tel. Nos.: (+6374) 442-3316, 442-8220; 444-2786;
442-2564; 442-8219; 442-8256; Fax No.: 442-6268 Grade Level/Section: ICT Ani 12 A, B, C, and D
Email: email@uc-bcf.edu.ph; Website: www.uc-bcf.edu.ph
Page 28 of 31
ANIMATION NCII – Animation 12a
Governor Pack Road, Baguio City, Philippines 2600
Tel. Nos.: (+6374) 442-3316, 442-8220; 444-2786;
442-2564; 442-8219; 442-8256; Fax No.: 442-6268 Grade Level/Section: ICT Ani 12 A, B, C, and D
Email: email@uc-bcf.edu.ph; Website: www.uc-bcf.edu.ph
Sample Applications
o Animal tail
Further Watching:
Becker, A. (2015 April 18). LAN BECKER - Animating Walk Cycles [Video]. Retrieved from
https://www.youtube.com/watch?v=2y6aVz0Acx0
Becker, A. (2015 April 25). ALAN BECKER - Animating Run Cycles [Video]. Retrieved from
https://www.youtube.com/watch?v=jggdbxTJPG4
Buzan, M. (2016 October 5). Animation Tutorial: The Wave Principle [Video]. Retrieved from
https://www.youtube.com/watch?v=kLPqW3g9yPs
References:
Blair, P. (1994). Animation. Walter Foster Publishing: California.
Technical Education and Skills Development Authority (2018 February 27). Training Regulations
for Animation NCII – Version 02. Quezon City
Williams, R. (2001). Animator’s Survival Kit. Faber and Faber: United States.
Page 29 of 31
ANIMATION NCII – Animation 12a
Governor Pack Road, Baguio City, Philippines 2600
Tel. Nos.: (+6374) 442-3316, 442-8220; 444-2786;
442-2564; 442-8219; 442-8256; Fax No.: 442-6268 Grade Level/Section: ICT Ani 12 A, B, C, and D
Email: email@uc-bcf.edu.ph; Website: www.uc-bcf.edu.ph
Page 30 of 31
ANIMATION NCII – Animation 12a
Governor Pack Road, Baguio City, Philippines 2600
Tel. Nos.: (+6374) 442-3316, 442-8220; 444-2786;
442-2564; 442-8219; 442-8256; Fax No.: 442-6268 Grade Level/Section: ICT Ani 12 A, B, C, and D
Email: email@uc-bcf.edu.ph; Website: www.uc-bcf.edu.ph
Rubric:
Time Chart and Frame Labels, Modeling and Record Keeping
Walk Cycle Poses
and Clean-Up Procedures and Quality Control
20 (excellent) – Output 20 (excellent) – Time chart and 10 (excellent) – Character
showcases all eight walk cycle frame labels are included and modeling and proportions are
poses placed and detailed are correct; proper line quality consistent; all production
correctly, with less than five is consistent amongst all information necessary are
mistakes amongst all of them frames; all do’s and don’ts in present; showcases
clean-up were followed competency on the use of line-
testing software
16 (above average) – Output 16 (above average) – Time 8 (above average) – Character
showcases all eight walk cycle chart is included and correct; modeling and proportions are
poses placed and detailed most frame labels are included; mostly consistent; production
mostly correctly, with 6-10 proper line quality is consistent information are mostly present,
mistakes amongst all of them amongst all frames; most do’s and unnecessary information
and don’ts in clean-up were may be present; showcases
followed competency on the use of line-
testing software
12 (satisfactory) – Output 12 (satisfactory) – Time chart 6 (satisfactory) – Character
showcases all eight walk cycle and most frame labels are modeling and proportions are
poses placed and detailed included; recommended line somewhat consistent;
mostly correctly, with more quality is not followed but production information are
than 10 mistakes amongst all of mostly consistent; do’s and mostly present, and some
them don’ts in clean-up were unnecessary information is
followed but with significant present; showcases
errors competency on the use of line-
testing software
8 (fair) – Output showcases less 8 (fair) – Incorrect time chart 4 (fair) – Character modeling
than eight walk cycles placed and frame labels are included; and proportions are
and detailed with a significant recommended line quality is inconsistent; some production
number of errors for most poses not followed and inconsistent; information are present and
do’s and don’ts in clean-up unnecessary information is
were mostly unfollowed present; does not show
competency on the use of line-
testing software
4 (needs improvement) – 4 (needs improvement) – No 2 (needs improvement) –
Output showcases less than time chart nor frame labels are Character modeling and
eight walk cycles placed and included; no clean-up has proportions need significant
detailed; there is a need for been done for this output improvement; no production
significant improvement information is present; does not
amongst all poses show competency on the use
of line-testing software
How to Submit:
It must be a moving image (GIF extension file only) with at least a 500 px width.
File name: LastName, FirstName – ICT Ani 12_ - Module 9 Activity
Submission Channels:
Canvas K-12 LMS (Assignments)
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