In the previous lesson, we created the walk cycle or walk loop for the blob, it was rather bouncing than walking. But you got the point of how to create the basic animation in Inkscape. And now we will create something heavier, which is a walk cycle for our main character, which is a normal human character. So he has a body and the head and four limbs even a sword in his hand. And to create these it's a bit heavier, because you have to take care about how the character moves better than what you did with the blog. Feel free to modify it also was the blob and create your own corruptor.
If you want to know more about walk cycles, you could go to the angry animator site. He's providing some great tutorials or just go go walk cycles and you will get thousands of reference images to understand how a walk cycle for human body or animal is building up. So you will make fluent animations. For a little game animation like mobile game, you don't need 60 frames per second animation, which means you don't need very, very fluent tweening keyframing between the keyframes of the movement, a keyframe of the movement is the start and the beginning and the end of the movement. For example, as you say, you see I did this earlier, this is a group and if I want him to step or like swing his swore down this is the first keyframe and this is the second in between. These are in Flash these are quote means so whatever happening in between, obviously there is no escape is no not animation program.
So if you want to do it in an animation program you can you can export your character in PDF for example and use it in. For example, flash or Toon Boom studio Toon Boom animated Toon Boom is a very good 2d animation program. What I want to say is that animation is very, very heavy trade and you have to really take care to do it properly. And you have to learn a lot and follow guidelines and check millions of tutorials. But what I will show you now again in Inkscape, is how to make simple corruptor work. So it's one like one on other leg and the head, the head is still several objects, so I make it one and also I put his neck round here.
On lower turn off snapping This is snapping here. And if you see he can pop his head and what I need is again the guidelines of the motion so which is the what is the average height or the top height of the head what is the top height of the leg but what I will do now is a bit different because I don't want him to just walk. I want him to dash to run a bit. So I duplicated and if he's running, he's running then he's buddy. Nice. Then his buddy has to be bending forward.
It's always good to watch for reference of images or if you do sport yourself is good to know how it works. And if the body is coming here this way because I turned it over that axis up here, I will also turn this bottom part I have to keep this separate for the leg. The head comes a bit forward and one leg to the back, one leg to the front. Now he's looking like he's just standing there really, but what I know is that one leg is hitting the ground and pushing the corruptor off. You see I can shape the individual lemons as well as I did before, and I can turn them around an axis. And the walk cycle has different stages as well.
Just realize that this Brown has to be totally in the back and he's running, he's looking a bit like this. Obviously, one leg back, then the arm is going forward, then this leg is the front then this arm in the back is going backwards. I also give some nice here. You see I don't create the joints and now as a separate object, so I mean every limb is a separate group, a separate object group. So I can move the leg and everything. But I don't create the separate object from the lower leg and the upper part of the leg.
So he's dashing forward, the arm is like this. This is the middle of the motion of it. So what will happen then this leg will go upper here and bend. This leg will go this way. And I'll show you the next keyframe. So this is the middle of the movement.
So I said we put the guidelines More or less. And I signed that was the start of the head. I put this aside because I don't need this now. And what I will do is exactly the same thing what I did with the blob. I gave it give it already a background so I know what I'm doing. I can change that color easily later on.
I just needed now to differentiate between the different elements of the body. So now I will give a nice color. That helps me to see what's happening. This blue is fine. So that's it in the next frame this arm is going forward a bit I know it's even better if I make it like I show you what is the middle of the animation. The top is this one that is this hand is like this.
This hand is like this sound is turned and obviously no I just turn the leg with it. need this some dots I don't need I just delete them. So the nodes I don't need is easy today. Yes, and this one can come up as well. And they wanted more banned. And again, if this one is turned on you can move selected nodes.
So if this icon is turned on, you can move selected nodes as an object. So you can, yes. So this is the in between, for the top of it to poke around to see the leg is bent, even make it a bit shorter looking nice And I made the whole corrector a bit going up as he's really not touching the ground, and he's really like jumping, if you remember it was the same up and down movement with the blob as well. So this will be when the leg is here, then the leg is opening up and arms are opening up and they are swinging off. Imagine that the running and walking is really like swinging and throwing yourself into one position. And then switching legs and arms and then repeat again.
So at the end, we will come back to this one. I move this apart because there has to be at least one or two frames between these two movement. If it's just going from this to this, it will be you know, very odd to say stuttery you know what I mean? It's gonna be not gonna be fluent. So To create this flat movement, we will have to duplicate this one and make it closer to this. So I just duplicate now again as I was in the group and they didn't select properly now I do it backwards what I did.
If I see that this is the height, the top then I can see that everyone is coming down a notch in between, you see roughly halfway and the arm Midway from here to here, the other arm was done here before so I moved here. You see I'm constantly comparing these two images and the leg was here standing here is up. I even can replicate this leg so I see what's the difference it's supposed to be here and support to be like this and maybe even less bendy deleted I don't need. Same goes for this one. It is up here. It was down there.
It was standing and longer. And now it's in between. I can delete this Put this in its place obvious for sending it lower with page down. And I saw a little mistake here because maybe this could be even higher. You see the bend the knees a bit more even. As you see this is a slow process I'm showing now really just the basics, because this is really a long thing.
I could see a lot of work in this but we are already getting there he is going up. After that he will obviously come a bit lower again about this height. And then to get that height, we could just duplicate this See because the hand is reaching the top here, then it's coming back. Then it's swinging. And again I think we could have this one