Step-by-Step Walk Cycle Tutorial (with In-Depth Explanations)

For those of you who want to follow along with the video, here is a detailed, step-by-step guide. I’ve also added notes to explain how each step contributes to a better, more believable animation.

Click here to watch the Walk Cycle video on Youtube

1. Project Setup

This initial stage is all about creating a clean and predictable foundation for your animation. Getting this right from the start saves a lot of headaches later!

  • Set Frame Rate: Go to Output Properties and set the frame rate to 24 FPS. 24 frames per second (FPS) is the standard for film and gives a classic, cinematic feel. Other common rates are 30 or 60 FPS for video games and broadcast. The most important thing is to set this first, so all your timing is accurate from the get-go.
  • Adjust Timeline: Set the timeline to end at 24 frames. Since our frame rate is 24 FPS, a 24-frame timeline creates a perfect one-second loop. This makes the math simple and is a standard length for a basic walk cycle.
  • Add Markers: Add markers to the timeline for your key poses (e.g., Contact, Down, Passing, Up). You can use M to add a marker and Ctrl+M to name it. Markers act as visual signposts. They don’t affect the animation itself, but they make your timeline readable. You can instantly see where your key poses are supposed to be, which is incredibly helpful for organizing your workflow.
  • Verify Loop Range: Ensure the last marker (for your final contact pose) is placed just outside your 24-frame playback range (e.g., on frame 25). A seamless loop works by having the pose on the first frame be identical to the pose on the frame after the last frame. If your animation plays from frames 1-24, the pose on frame 25 needs to match frame 1. This way, when the animation loops back to frame 1, there’s no pause or stutter from a repeated frame.
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