What should I change to stop feet from sliding in a walk cycle?
#1
I’ve been trying to get my 2D character’s walk cycle to feel less floaty by adjusting the timing charts, but no matter how I tweak the in-betweens, the feet still seem to slide on the ground. I’m working straight ahead and wondering if I should switch to pose-to-pose for this specific problem.
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#2
I fought with the same issue for a while. The feet still slid no matter how I tweaked timing. One thing that helped a touch was locking a contact pose for an extra frame during heel strike and letting the foot stay flat through mid stance before lifting. It didn’t fix everything, but it cut the slide a bit.
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#3
I tend to go pose-to-pose for this kind problem. If I can nail a solid contact pose, a toe-off pose, and a clean pivot, interpolation feels less like a drift and more like a step. Straight-ahead can end up smoothing over the contact frames.
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#4
Are you sure the problem is timing? I’ve had cycles where the animation felt on time but the IK or ground alignment kept the foot sliding anyway, so I started double-checking the rig or the ground plane before blaming the in-betweens.
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#5
I tried something similar and measured drift in pixels, and while the number went down when I paused for a frame, if the walk got any speed the foot snapped back to sliding. It felt like a losing battle and I dropped back to a simpler approach for a while.
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