This expression generates a walk cycle for a character. You can simply keyframe the position of the character and the feet, hands and the body move automatically accordingly to make the character walk or run. The character will also walk if you move the ground that he is walking on. You first need to setup a skeleton for your character with the IK iexpressions. Then the walk cycle expression needs to be applied to the goal layers of the two feet, the goal layers of the to arms (to swing the arms in sync with the movements of the feet) and the layer representing the body center to move the body a bit up and down in sync with the walk cycle. The expression has built-in generic animations for walking and running, but you can also use it with your own custom animations.

  • Left Foot Goal Layer (Name or Index)

    is the name or index of the layer containing the left foot goal.

  • Right Foot Goal Layer (Name or Index)

    is the name or index of the layer containing the right foot goal.

  • Left Hand Goal Layer (Name or Index)

    is the name or index of the layer containing the left hand goal (if you want to move the arms in sync with the feet).

  • Right Hand Goal Layer (Name or Index)

    is the name or index of the layer containing the left hand goal (if you want to move the arms in sync with the feet).

  • Body Layer (Name or Index)

    is the name or index of the layer containing the body (which will be moved up and down a bit while walking).

  • Ground Layer (Name or Index)

    is the name or index of the layer containing the body (the exact position of this layer does not matter - only the relative movement of the body layer w.r.t. this layer is used to recunstruct the number of steps that the character walked).

  • Walk Style

    which walk cycle should be used

  • Walk Direction

    controls wheter the character goes to the left or to the right

  • Time Offset

    time offset in frames

  • Scale
    Foot Movement

    adjust the width and height of a single step here

    Hand Movement

    adjust here, how much the hands move

    Body Movement

    adjust here, how much the body moves

  • Custom Walk Cycle
    use custom walk cycle

    use your own walk cycle by linking the walk cycle to your own custom animations.

    First Frame of Loop

    the frame where your linked custem loop starts.

    Last Frame of Loop

    the last frame of your linked custem loop.

    Number of Pixels Walked in Loop

    HOw many pixels the character walks in one loop.

    Link to Left Foot Goal Position

    Don't put a number here. Use the link button to link here the position of the left foot of your custom walk cycle.

    Link to Left Foot Goal Rotation

    Don't put a number here. Use the link button to link here the rotation of the left foot of your custom walk cycle.

    Link to Right Foot Goal Position

    Don't put a number here. Use the link button to link here the position of the right foot of your custom walk cycle.

    Link to Right Foot Goal Rotation

    Don't put a number here. Use the link button to link here the rotation of the right foot of your custom walk cycle.

    Link to Left Hand Goal Position

    Don't put a number here. Use the link button to link here the position of the left hand of your custom walk cycle.

    Link to Left Hand Goal Rotation

    Don't put a number here. Use the link button to link here the rotation of the left hand of your custom walk cycle.

    Link to Right Hand Goal Position

    Don't put a number here. Use the link button to link here the position of the right hand of your custom walk cycle.

    Link to Right Hand Goal Rotation

    Don't put a number here. Use the link button to link here the rotation of the right Hand of your custom walk cycle.

    Link to Body Position

    Don't put a number here. Use the link button to link here the position of the body of your custom walk cycle.

    Link to Body Rotation

    Don't put a number here. Use the link button to link here the rotation of the body of your custom walk cycle.

    Use Keyframe Value as Offset

    adds the keyframed value to the value of the walk cycle. This allows to modify the animation with keyframes on top of the walk cycle, but in order to obtain the original walk cycle, you need to set the value to (0,0) before applying the iExpression..

Walk Cycle iExpression

by default applied to: 
position
can be applied to: 
1D properties
2D properties
iExpression Bundle: 

What are iExpressions?

iExpressions are After Effects expressions with an easy to use interface.

more infos

Comments

I want it

The walk cycle is part of the iExpressions Physics bundle.

it is available here:
http://aescripts.com/iexpressions/

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