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	<title>Comments on: Walk Cycle</title>
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	<link>http://www.avneriginal.com/blog/2007/07/19/walk-cycle/</link>
	<description>an animation workbook</description>
	<pubDate>Tue, 30 Sep 2008 23:57:37 +0000</pubDate>
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		<title>By: christian rubino</title>
		<link>http://www.avneriginal.com/blog/2007/07/19/walk-cycle/#comment-37</link>
		<dc:creator>christian rubino</dc:creator>
		<pubDate>Sat, 28 Jul 2007 06:24:37 +0000</pubDate>
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		<description>walk cycle (looks great!) just try reversing the hip rotation, ie rotate the hips in the direction of the lead leg (right leg forward, rotate right hip forward), this will give your character a longer stride reach (not that you should change the stride length, it just means there is less effort in the walk in case the character decides to change the stride length)

remember that a walk is usualy the least amount of effort for locomotion. twisting the hips in opposite direction to shoulders incoporates the back muscles (spreading the muscular energy required to walk over more muscles = less work)

rotating the hips and shoulders in the same direction issolates the back from having to do any work. 

imagine rotating hips opposite to shoulders is like coiling a spring down the spine, it can hold a lotof energy waiting to uncoil,  this is often the way you can anticipate for a character to explode in2 a new motion (ie walk into a jump, run, roundhouse kick) 

when ever you focus on a particular cycle (walk, run, whatever) imagine how can your character  can transition into another movement, if your current cycle canot  easily transiton into other movements then it probably is not  most efficient/natural movement  

nature is very efficient/lazy (least work for most movement) because energy is derived from food/resources and they take time and energy to gather.     

if the energy expended catching the food is more than the food gives then its not worth it. 

blah blah blah im on such a strange planet 2day, cant explain anything well :( 

anyway the counter hip shoulder twist  is just an oppinion of mine, ive seen it broken manytimes, just wanted to draw your attention to other ways of lookin  at what you animated.</description>
		<content:encoded><![CDATA[<p>walk cycle (looks great!) just try reversing the hip rotation, ie rotate the hips in the direction of the lead leg (right leg forward, rotate right hip forward), this will give your character a longer stride reach (not that you should change the stride length, it just means there is less effort in the walk in case the character decides to change the stride length)</p>
<p>remember that a walk is usualy the least amount of effort for locomotion. twisting the hips in opposite direction to shoulders incoporates the back muscles (spreading the muscular energy required to walk over more muscles = less work)</p>
<p>rotating the hips and shoulders in the same direction issolates the back from having to do any work. </p>
<p>imagine rotating hips opposite to shoulders is like coiling a spring down the spine, it can hold a lotof energy waiting to uncoil,  this is often the way you can anticipate for a character to explode in2 a new motion (ie walk into a jump, run, roundhouse kick) </p>
<p>when ever you focus on a particular cycle (walk, run, whatever) imagine how can your character  can transition into another movement, if your current cycle canot  easily transiton into other movements then it probably is not  most efficient/natural movement  </p>
<p>nature is very efficient/lazy (least work for most movement) because energy is derived from food/resources and they take time and energy to gather.     </p>
<p>if the energy expended catching the food is more than the food gives then its not worth it. </p>
<p>blah blah blah im on such a strange planet 2day, cant explain anything well <img src='http://www.avneriginal.com/blog/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>anyway the counter hip shoulder twist  is just an oppinion of mine, ive seen it broken manytimes, just wanted to draw your attention to other ways of lookin  at what you animated.</p>
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