This video explores two contrasting workflows for animating a tail with appealing overlapping motion. I guess you could say one method is more technical and the other is more artistic. Both are valid of course, the end result is what counts most!
This is a tutorial I did when I was teaching quadrupeds at The Animation Workshop school last year, the students were struggling with all the technicality and mathematic aspect of a walk cycle and the development of it, so after doing two or three classes, I decided to do a video tutorial.
So this tutorial is very very basic, but shows how to get to a strong base for a walk cycle very fast using mainly mathematics, I also show different way to achieve changes on maya as the students didn't know much of maya and the power of the graph editor. I didn't intend to share this video outside of my students, so sorry for not being formal and presenting myself or the tools I use or where the rig comes from etc ... but it shows my workflow to start a walk cycle in an fast and strong way, it's a methodology that I learned and developed in the industry over the years.
Sorry the video is missing the 2nd part were i develop the walk using mathematics, but the video was buggy.
Sorry also for all the BOOM and other annoying way of speak that I use :p , it's the first time i did a video and didn't plan on sharing it, but I figured out that maybe it could be helpful to other people.
Again this video is not the truth or how things should be done, there a lot of improvement to do, it's just a base, and I just wanted to share my methodology.
I hope you'll enjoy it and that it will help you to give you a good base for a quadrupeds walk cycle or help you to improve your methodology :)