A run cycle has the same basic animation principles as a walk cycle - but with a lot more force.
Instead of just propelling our mass forward, we need to push it entirely off the ground.
These are the basic key frames for one step of a running cycle:
This illustration shows only one step - remember to animate the second leg!
This is running at 14 frames per step (one leg), at 24 fps.
Don't be afraid!
Stretch and squash your character to get a convincing sense of force in your run.
To quote Disney's Master Animators Frank Thomas and Ollie Johnston:
"If you think you went far enough - Go Further!"
Stretch some more.
Squash harder.
Get the energy into the spring!
It works very well with only one in-between between the squash and stretch.
And it's really snappy without any in-betweens at all!
A running cycle can be as short as 2 frames per leg - one up one down, like Pinocchio on the Japanese TV series.
It can also be the long dreamy strides for a long legged athlete.
Ease out - slow down on the way up
Ease in - gather speed on the way back down
This is a must.
Even if you do nothing else - get the spacing right.
The run cycle will magically look good even if everything else is off.
Have fun now,
'Gotta run!
Walk on the wild side: Animate a walking cycle from the side-view
Walking forward: Click here to see how a walk cycle looks from the front
walk cycle
walk cycle front
run cycle
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