Gareth B. Davies
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Video & AnimationQuick winRated 7/10

Animate a Walk Cycle Frame-By-Frame in Adobe Animate

Joey Judkins · 2D and 3D Animator

Intermediate81 min
Animate a Walk Cycle Frame-By-Frame in Adobe Animate thumbnail

Twelve drawings, one honest walk cycle: a fast, hands-on primer for Adobe Animate's frame-by-frame tools, not character design.

New to Skillshare? Your first month is free, enough to take this course at no cost.

Joey Judkins' class has a narrow, well-chosen target: get a viewer from a blank Adobe Animate canvas to a looping, hand-drawn walk cycle in roughly 80 minutes, using only 12 drawings. It does not try to teach character design, animation theory in depth, or Animate as a whole. That restraint is the class's biggest strength and also the source of its limits.

Structure and pacing

The course follows a logical production pipeline: canvas setup, rough character sketch, animation fundamentals, rough blocking of key poses, rough in-betweens, overlapping action, cleanup, color, shadows, and export. Each lesson maps to a real stage of a professional workflow, which makes the class useful as a template even after the specific character is forgotten. The fundamentals lesson is short by design, covering squash and stretch, timing, and spacing through a bouncing-ball example, then explicitly linking that ball's up-and-down arc to the torso and head bounce in a walk. It is a genuinely effective teaching device: once the ball-and-bounce comparison lands, the logic behind why the passing pose sits higher than the contact pose becomes obvious rather than arbitrary.

The math behind the walk cycle is spelled out clearly. A one-second, 24-frame cycle split into two steps means a new key pose every six frames when drawing on twos, and the class shows exactly how that plays out on the timeline using F7 for blank keyframes and F6 to duplicate the previous drawing. Anyone who has struggled with Animate's non-obvious keyframe shortcuts will find this section worth the price of admission on its own.

Technique and tools

The pen and pencil tool lesson is a genuine highlight, covering the practical difference between a brush fill and a stroke-based line, how Animate's line-crossing behavior lets you delete overlapping segments to clean up rough sketches, and how to adjust smoothing to balance hand-drawn character against clean vector output. This is the kind of detail that separates a course aimed at intermediate users from a beginner tutorial, and it pays off directly in the cleanup lesson that follows.

Overlapping action and secondary animation get a clear conceptual explanation, the ponytail lagging behind a bouncing body, before being applied to the arm swing and hair bounce. The execution here leans on "straight-ahead" improvisation rather than a repeatable formula, which is honest about how animators actually work but leaves less-experienced viewers without a fallback method if their own attempt looks wrong.

Where it falls short

Character design gets almost no real instruction beyond "keep it simple," which is a reasonable scope decision but means the course's promise of designing a character is thin. The finishing stages, color fills, shadows, and exporting through Adobe Media Encoder for Instagram, move quickly and assume familiarity with Animate's publish settings. There is also no discussion of adapting the same method to a run cycle, a turn, or other common animation cycles, so the transferable value depends on the viewer's own extrapolation.

As a focused, single-outcome class from a working motion designer, it delivers what it promises: a finished, looping walk cycle and a clear window into a frame-by-frame workflow inside Animate.

The standout

Treating the walk cycle's torso and head bounce as the same up-and-down arc as a bouncing ball gives a concrete, reusable mental model for timing any cyclical motion.

What you will learn

  • How to set up an Animate document, frame rate, and layer structure for traditional frame-by-frame work
  • How to block a walk cycle using four key poses (contact, passing, contact, passing) spaced across a one-second, 24-frame loop
  • How to use onion skinning, F5/F6/F7/Shift+F5 keyframe shortcuts, and the pen and pencil tools for clean line work
  • How to apply squash-and-stretch and timing/spacing principles borrowed from bouncing-ball animation to a walking figure
  • How to add overlapping action in the arms and secondary motion in hair to break up mechanical repetition
  • How to clean up, fill with color, add simple shadows, and export a looping animation for social media

Best for: Riggers and motion designers who already know Animate's interface but have never attempted hand-drawn frame-by-frame character animation.

Skip it if: Total beginners to Adobe Animate or to animation theory, since the class moves fast through fundamentals and assumes comfort with the software's panels and hotkeys.

Engaging TeacherClarity of InstructionHelpful ExamplesActionable Steps