Draw our first extreme or posture.

Walk cycle front: Learn how to walk from the front view by following this tutorial’s instructions. I will use specific terms in this tutorial; I’ll share everything I’ve learned in the animation profession. It was a lifesaver when it came to avoiding confusion. “The left leg is moving” and “the right leg is moving” became so confusing when I first started working with animation.

Walk cycle front: Isn’t that confusing?

Envato Tuts+ visitors are unique, and I don’t want to mislead them! So I’d like to tell you something: I was trained to refer to the west and east legs as such. This technique mainly well serves animations that face us. It’s impossible to confuse the east with the west! Sketch Our Main Walking Positions

Step 1:

Start by sketching a floor guideline to show where the character’s feet are a place to relax and a top approach to illustrate the character’s head. It is being animated as a simple front view walk. Would you please click on the image below to see how it compares to the side-view animation? There is a noticeable similarity between these images and my first side-view walk. The western hemisphere foot is getting closer. Thus it’s getting bigger. The east foot is smaller since it is further back. Because the east arm is swiveling toward us, I decided to shorten it a bit.

Step 2: Draw our first extreme or posture:

When I begin a story, I like to pick a mid-move character. When the west leg touches the ground, it’s ready to go. To keep things simple, I’ve merely drawn the eyes with dots because our walking creature has a round head and is a simple automaton the midpoint of the torso is denoted by a thin vertical line, as may be seen in the drawing. In our animation, I utilize lines to depict how the body prefers to move in the direction of the outstretched knee. The body’s natural orientation is toward the west in this position.

Step 3: Sketch out our second apex:

With its sole flat and grounded the west foot retreats. The feet “slip” to give the impression of walking in a straight line. I shortened it because the foot is flat and towards us. Don’t be afraid to get your hands dirty; we’ll clean up after ourselves. I gently shortened the calf on the last leg to make it appear shorter. The foot is smaller since we’re further away. It’s time for a walk-around comparison. Please note how I’m tracing through the image to determine where the leg connects to the body. Let’s see if the portion is attached to his hip correctly.

It is our third extreme stance, so let’s get started. Foot size increases as the east leg move forward, and we come closer to it.

Walk cycle front- Step 4:

The character’s entire body should be the same height as the lower body. The only difference between this stance and our first extreme is the direction the legs are facing. Let’s go on to the next step. The front leg now passes the back leg, raising the character’s body to new heights. Our second extreme is the same level as the body. Let’s take a look at where we’ve been so far! Wow, that’s great! Then we’ll sweeten it up with some in-betweens! We’ll begin with a transition between poses 1 and 2.

Walk cycle front- Step 5:

This “slide” is already happening with the west foot, which has already contacted the ground and is “rolling” back. When I lift the east leg forward, I can keep my foot on the floor. If the character’s east foot completely loses contact with the ground before the character’s west foot is grounded, the surface will appear to be about to fall on his face. It doesn’t matter if you’re sketching a character that’s in-between or extreme; they must be balanced!

Walk cycle front- Step 6:

The next step is to create a middle ground between the two extremes. Keep an eye on the character’s feet and make sure they don’t drift away. It’s obvious to observe how the east foot is leaning in our direction. As it approaches us, the foot expands in size as it draws closer. I’ve zoomed in on this so you can see how the character aligns.

The next stage is to add a middle ground between our third and fourth extremes. When the east foot comes into contact with the floor, it slides backward. The third stage adds a medium ground between the first and second extremes. In this way, our beginning drawing serves as our final drawing, creating a genuinely limitless animation cycle. Notice how the west foot swings toward us.

The Bonus Round Is Here:

Wow, that’s great! As we approached, I drew across her body to sketch in her arm and shoulder position as the arm is going. Our Animation Drawings Need to Get Tighter. This time around, we can remove the red floor restrictions and focus on making our walking character appear even better. Still using a rough ink line, but tidying up details like the roundness of the head, eye placement, and arm and leg thickness as needed.  As you can see, I’ve inked my final line in black after leaving my rough line in light grey.

Congrats! Congratulations on a job well done:

As one of the most common and enjoyable acts to animate, walking is one best. It’s a lot of fun! There are practically unlimited ways to alter animated walks to reflect different personalities and moods. There’s no limit to what you can achieve! You’ll become better with time, so keep animating! It was just a simple walk that we animated. Play around Now, if you’d like, give our character a more distinct personality! Elevating the character’s elbows a little, we get a pretty confident walk.


These are just a few of the client’s Pilar Newton-Katz. For Nickelodeon, she has illustrated several children’s books and contributed to Nick Jr. Magazine. Manhattan, New York, is her company PilarToons LLC, which she founded in 2012. Clientele for PilarToons, LLC, a 2D animation studio, is expanding. At the elite High School of Performing Arts in New York City, Pilar serves as a visiting instructor and regularly conducts workshops, lectures and teaches various acclaimed after-school animation programs. Walk cycle front, Walk cycle front, Walk cycle front.

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