Before I started my animation, I created a story board like walk cycle to help me create the animation, it was simple but easy for me to understand, in the pass I've had trouble creating walk cycles because I'm terrible with sequencing. But creating a story board really helped me do the walk animation. The numbers and arrows show what frame I'm going to start and finish at and the L & R on the feet shows me which is left and which is right, this helps me a lot since I'm not very good at sequencing so this gives me a struchterd organised way of animating.
Today I used the IK tool in Maya to animate my robot, it made things easier and gave me easier ways to move my simply rigged robot to move more dynamically. I did simple animation, moving the forwards back and forth then going back and making some adjustments y going off what I planned in my story board.
You can see the top leg join is connect to the ankle, because that's the main joins that move, the knee joint inbetween moves by its self when using the IK tool.When doing this I moved one leg forward and one backwards and key framed that position. After I went to frame 20 and did the legs in the opposite position it was on the first key frame, when played it just looked like the robot was sliding back to forth. But because of my story board I moved the ankles where I thought they should be picked up and when played it looked like the robot was walking.
When in our group, Dilon, the lead designer asked me to do a Meltdown animation, where his head pops off but do it in the funny way, because in game you brake the robot, he need an animation for it to work.it was decided I could do this anyway I wanted, so i decided to make the robot do a little catwalk before he melts down. I did a Storyboard and how many frames I would use before this
in the picture you can see how I wanted the robot to move, and when and which frame everything was going to happen. I followed my storyboard and I manged to get the walk I wanted, it's featured in the video below.











