How can i fix weight and grounding in a 2D walk cycle with torso overlap?
#1
I’ve been trying to get my 2D character’s walk cycle to feel more grounded and heavy, but no matter how I adjust the timing and spacing, it still looks floaty. I think my issue might be with the overlapping action in the torso and how it relates to the contact pose. Has anyone else struggled with this specific weight problem?
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#2
I have been there. I tried altering the contact pose and then letting the torso lag slightly behind the feet. It helped a little but the upper body still snaps back too soon. It is easy to chase timing and miss the weight in the stretch.
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#3
One thing I did was push the pelvis down a frame or two when the foot lands and keep the chest a touch late to resist the float. It helped a bit but it made the walk feel stiff in some strides.
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#4
Are you sure the real issue is the timing of the contact pose rather than some other factor? I have wondered if the problem is chasing weight on the torso while the feet anchor things.
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#5
I tried delaying the torso overlap by a frame and watched the arc. It felt like the weight read differently from the ground up but then I got inconsistent arm motion.
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