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Part 5: Animating Stickman 2.0

What this tutorial covers

This tutorial series uses the Stickman 2.0 rig, which you can rig by following the tutorial Part 4: Going Beyond Basic Auto Rigging. You’ll create an After Effects set file, import Stickman into it, then use time remapping to animated a turn, step-out, and walk cycle. You’ll coordinate the movement of the background with Stickman’s walk, then have Stickman walk off the screen view.

To prepare you for this, this series will also show you how to animated Stickman’s arms, controlling opacity, to give the illusion of depth by having them go behind his back. You’ll also animate a turn, a step–out (a movement that moves Stickman into a walk-cycle), as well as a walk cycle.

What you should know before beginning this tutorial

Although this video series is intended for people new to After Effects and animating, you should have watched the previous videos in the Basic Rigging Series 1, and rigged the Stickman 2.0 puppet as instructed in Part 4 if you want to follow along with your own puppet.

1.5a Introduction & preparing for the tutorials

An introduction to what this part of the series covers, as well as how to get and prepare all the materials you will need if you plan to follow along with the tutorials. We’ll also create a new After Effects project and import the background set and After Effects Stickman 2.0 Project.

1.5b Animate arms behind back

We’ll use opacity to allow Stickman to place his arms behind his back. This video also covers how to reverse the direction of the inverse kinematic scripts to control the bending of joints.

1.5c Animating a turn

Stickman’s simplicity allows us to animated the position of his arms and legs to give the illusion that he is turning to his side.

1.5d Animating a step out

We’ll animate a step out, which is the first two steps as Stickman goes into a walk cycle.

1.5e Animating a walk cycle

Stickman’s goes for a walk by taking only two steps. The rest of the walk will be completed in the next tutorial.

1.5f Time remapping to bring it together

Time remapping will allow us to have Stickman turn to his side, then go for an extended walk using only the two steps we animated in the walk cycle. We’ll employ a moving background as well as a static background.

*Don Q Media  and Jared Mark Graham have no affiliation with Adobe Systems Inc.