What can i do to get hair and clothing follow-through in a 2d walk cycle?
#1
I’ve been trying to get my 2D character’s walk cycle to feel less robotic by adding more secondary motion, but my main issue is the overlap on the hair and clothing just doesn’t look natural—it either feels too floaty or too stiff. I’m working frame by frame and can’t seem to find that sweet spot where the follow-through feels like it has real weight.
Reply
#2
I’ve been there. I kept chasing that sweet spot for the hair and clothes and it would either drift like a ghost or snap back too hard. Watching real walk cycles helped, but frame by frame I still felt off when the weight didn’t read.
Reply
#3
I did a quick test comparing torso motion to hair motion and the lag stuck out. Not a fix, but it showed where the timing wasn’t lining up.
Reply
#4
Do you think the issue is the timing between the body and the hair, or is the hair physics too strong for the look you want?
Reply
#5
I drifted into thinking about cloth sims and realized in 2D a lot is line of action. I tried nudging the shoulder and neck a touch to pull the hair, which made the weight feel heavier, but it also made the silhouette wobblier.
Reply
#6
I once dropped a frame-by-frame obsession and just ran a longer rhythm with the walk, and the hair settled a bit more naturally, but it was a different vibe.
Reply


[-]
Quick Reply
Message
Type your reply to this message here.

Image Verification
Please enter the text contained within the image into the text box below it. This process is used to prevent automated spam bots.
Image Verification
(case insensitive)

Forum Jump: