Before an Animator begins animating their subject, they will first go out and research their subject’s characteristics both audibly and visually. To understand how I am going to animate my subject I have done the same I began visually assessing the movement patterns of a human being before I begin my primary research into my subject, in this case, a pencil. een bellow is six different examples of movements in which the human body can move in there are much more that we could have filmed I and the actor, however, we chose a few common walk patterns.
“Insane walk” this walk is composed of very random, sporadic movement patterns that can be considered of a high frequency, nevertheless, the pattern does has some type of structure that is repeated at some point but isn’t highly evident. This would be translated onto an animated zombie character for example.
“InjuredZombie” This walk is composed of sluggish movement patterns that can be considered of a low regularity, in spite of this the movement balances over a short fast frequency to a slow lengthy dragged movement. This would be rendered onto an injured animated zombie character for example.
“SadWalk” This walk’s movement has a slow occurrence, this movement replicate’s the character’s emotion which is sadness.
“SadWalkStairs” This walk is similar to “SadWalk” however the actor is walking up a flight of stairs, the end result is interesting as the actor is acting out the walk on a different angle and axis. The movement has a slow cycle, this movement replicate’s the character’s emotion which is sadness.
“HappyWalkFlat” This walk pattern has more of a high frequency than a low. If recorded on a graph the walk would most likely fit a sine wave with each cycle being narrow.
“HappyWalkStairs” This walk pattern is comparable to “HappyWalkFlat” however the actor is walking on an angle up a staircase, if recorded on a graph the walk would most likely fit a sine wave with each cycle being wide.