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AVC 287 • Spring 2026

Week 10

Character Posing and Silhouette Design & Walk Cycle Feedback & Rendering
March 30 – 1, 2026

Week Overview

Monday covers this lecture covers character posing techniques with emphasis on readable silhouettes, camera focal length effects, and body positioning for clear visual communication. Students learn to create dynamic poses including running, flying, and emotional states while understanding how camera settings affect spatial perception. Wednesday focuses on students presented their rigify walk cycles for critique, covering IK/FK controls, timing, and phase relationships. The session concluded with a demonstration of professional rendering and compositing workflows.

Posing Silhouettes Focal Length Camera Work Body Language Animation Walk Cycles Rigify Animation Feedback Rendering Compositing
Monday
March 30, 2026

Character Posing and Silhouette Design

This lecture covers character posing techniques with emphasis on readable silhouettes, camera focal length effects, and body positioning for clear visual communication. Students learn to create dynamic poses including running, flying, and emotional states while understanding how camera settings affect spatial perception.

Watch Full Lecture →
1
Introduction and Setup
0:00 Introduction and Game Discussion
6:45 Posing and Silhouette Overview
8:04 Setting Up Silhouette View
2
Camera and Focal Length
12:08 Camera Controls and Settings
18:04 Focal Length Fundamentals
21:56 Wide Angle vs Telephoto
30:00 Space Compression and Expansion
3
Silhouette Design Principles
37:11 Readable Silhouette Principles
4
Dynamic Pose Creation
40:42 Running Pose Animation
55:14 Sad Pose Development
1:16:10 Flying Pose with Wide Angle
5
Subtle Character Expression
1:32:24 Standing Pose Variations
1:41:08 Happy vs Sad Comparisons
1:56:01 Wrap-up and Assignment Preview

Key Concepts

  • Silhouettes must be readable without texturing or lighting details
  • 50mm focal length mimics human eye perspective naturally
  • Wide angle lenses expand space while telephoto compresses it
  • Camera positioning and character pose work together for clarity
  • Avoid overlapping body parts that obscure the silhouette
  • Weight distribution and line of action define character emotion
  • Subtle pose changes communicate different emotional states effectively
Wednesday
April 01, 2026

Walk Cycle Feedback & Rendering

Students presented their rigify walk cycles for critique, covering IK/FK controls, timing, and phase relationships. The session concluded with a demonstration of professional rendering and compositing workflows.

Watch Full Lecture →
1
Class Introduction
0:00 Software Licensing Discussion
2
Student Presentations
12 presentations
7:05 Student Feedback: IK FK Controls
15:25 Student Feedback: Basic Walk Mechanics
23:43 Student Feedback: Split Screen Comparison
28:51 Wave Theory and Phase Concepts
33:47 Student Feedback: Rigify Walk Cycles
40:58 Student Feedback: Animation Improvements
50:40 Student Feedback: Common Walk Issues
1:03:32 Student Feedback: Rigify Setup Problems
1:08:00 Student Feedback: Hip Positioning
1:17:12 Student Feedback: Advanced Walk Styles
1:23:20 Student Feedback: Timing Challenges
1:29:21 Rendering Setup and Cameras
3
Technical Instruction
1:41:20 Lighting and Background Setup
1:49:00 After Effects Composition
1:54:30 Final Rendering and Export

Key Concepts

  • Arms and legs must be 180 degrees out of phase in walk cycles
  • Hip positioning should be over the supporting foot at contact
  • Rigify provides more control than custom rigs but requires proper setup
  • Professional presentation includes multiple camera angles and proper lighting
  • Wave theory applies to animation timing and phase relationships
  • Foot loops should be smaller for walking versus running
  • Reference footage is essential for natural movement
  • Split-screen comparisons help evaluate animation improvements