Simple Character Animation: Create a Walk Cycle with Duik
Fraser Davidson · Designer / Director / Animator
A 44-minute plugin-focused course that turns walk-cycle rigging into a repeatable click-and-drag process, if you already know your way around After Effects.
Fraser Davidson's course is built around a single plugin and a single goal: get a two-legged, circle-headed character walking convincingly using Duik's inverse kinematics rather than manual joint-by-joint animation. It delivers on that narrow promise efficiently, though its brevity means several steps move faster than they probably should for anyone encountering rigging concepts for the first time.
Structure and Pacing
The course follows a clean, logical arc: design the character in Illustrator, separate it into layers, import it into After Effects, parent the layers correctly, rig with Duik, then animate. Each lesson runs a few minutes and covers one discrete task, which makes the course easy to follow along with in real time using the provided project files. The tradeoff is depth. Anchor point placement, parenting order, and the Illustrator layer setup all get covered in a single pass, with little repetition or troubleshooting guidance for when something does not import cleanly.
The most valuable stretch is the transition from lesson 7 through lesson 9, where anchor points are set with the Y key shortcut, layers are parented from ankle to shin to thigh to body, and then Duik's auto-rig function is run on that same ankle-to-thigh selection with inverse kinematics enabled. This is the conceptual core of the whole class: once that chain is built, moving a single ankle controller animates the entire leg, knee bend included. Anyone who only has time for one lesson should watch that one, since it is the payoff the rest of the course exists to set up.
What Works and What Doesn't
The animation lessons that follow are where the course earns its keep. Keying the body up and down at the midpoint of a 32-frame loop, adding ease, then offsetting the face and body keyframes against each other to create secondary motion is a genuinely useful technique that generalizes well beyond this one character. The refinement lesson, where ankle rotation is added so the foot lifts off the toes and plants flat again, and where keyframe velocity is pushed to extremes to show its effect, gives a real sense of how small timing adjustments change the feel of a walk.
Where the course falls short is in explaining why things work, not just what buttons to press. Concepts like why the character needs 32 frames specifically, or what preferred IK actually changes about the rig's behavior, get a sentence of justification at most. Viewers unfamiliar with rigging terminology or After Effects' parenting and shy layer features may find themselves rewinding often. The character itself is intentionally crude, which is reasonable for teaching limb mechanics but means the course never demonstrates rigging a more complex or asymmetrical design.
At under an hour, this is a tightly scoped tutorial rather than a comprehensive rigging education. It succeeds as a fast, practical introduction to Duik for someone who already animates in After Effects and just needs to see the IK workflow demonstrated end to end. It is less suited to someone who needs the underlying animation principles, like weight, timing, and anticipation, explained rather than assumed.
The standout
The auto-rig sequence in lesson 9, selecting ankle, shin, and thigh in order and running Duik's inverse kinematics, is the single technique that replaces tedious per-joint animation with a few controller clicks.
What you will learn
- How to design a simply-jointed vector character in Illustrator with separated limb layers for rigging
- How to install and launch the Duik Bassel script inside After Effects
- How to set anchor points and parent layers correctly so limbs bend from the right pivot
- How to auto-rig a leg with Duik's inverse kinematics controllers instead of hand-animating each joint
- How to block, ease, and offset keyframes to build a looping walk cycle with secondary motion
- How to add foot rotation and keyframe velocity tweaks to make a walk cycle feel more natural
Best for: Motion designers who already animate in After Effects and want a fast, guided path into IK character rigging without learning a full animation curriculum.
Skip it if: Complete beginners to After Effects or Illustrator, since the course assumes fluency with layers, anchor points, and keyframes and moves through them quickly.