After finishing and submitting the performance animation and body mechanics animation, I was faced with two choices: Continue to polish my previous animation OR do a quadruped animation. I chose the second one, and then I used the Douglas rig.
In quadruped animation, the following points need to be noted
1. Leg Movement in Quadruped Gaits
Quadrupeds have four legs that move in coordinated sequences, with specific patterns for different gaits. Each leg plays a distinct role in balance, propulsion, and support:
Walk Cycle (4-Beat Gait)
- Leg Sequence: The legs move one at a time in this order:
- Back-left → Front-left → Back-right → Front-right.
- Foot Contact: At any moment, three legs are in contact with the ground, providing stability.
- Timing: The duration of each step is even, creating a calm, steady rhythm. For a 24-frame cycle, each leg’s step typically spans 6 frames.

2. Timing Adjustments for Realism
The timing and spacing of leg movements affect the weight, speed, and naturalism of the animation:
- Weight and Size: Heavier animals (e.g., elephants) require longer contact times and slower transitions to convey their mass. Lighter animals (e.g., deer) have quicker steps and sharper timing.
- Stride Length: Longer strides are smoother, with greater spacing between leg positions, while shorter strides are choppier and more rhythmic.
- Ground Contact: Ensure the feet “plant” and “lift” naturally, with appropriate pressure. The foot’s arc should follow gravity during the lift and compression during contact.
- Overlapping Motion: Rear legs often begin lifting before the front legs finish their motion, creating fluidity.

3. Tips for Achieving Natural Motion
- Spine and Head Movement: In all gaits, the spine and head add flexibility, moving in sync with the legs to maintain balance. For example, in a gallop, the spine stretches and compresses dramatically.
- Blending Frames: Adjust in-betweens to smooth transitions between leg positions, avoiding mechanical movement.
- Reference Timing: Use real footage or motion data to identify the exact rhythm and duration of each phase of the gait. For example, fast gaits like gallops may need fewer frames (12-16) compared to a walk (24). But this time, I will animate the walk on a 32-frame cycle for a full cycle
