@alexander_eng20: Tutorial on This walking animation in#CapCut || Song: MTG PRISM (Ultra Slowed) || #capcut #capcutpioneer #capcutedit #edit

Alexander_eng2
Alexander_eng2
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Region: US
Saturday 30 May 2026 20:05:45 GMT
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armanarts7
ArmanArts :
"Ai" 🫩🫩
2026-06-18 14:59:07
19
xxzdarkknightzxx
℘℘ᵈᵃʳᵏ𝔃𝓮𝔁𝓹℘℘ :
Gng they did not use ai🥀
2026-06-01 14:33:13
9
purrito152
purrito :
using ai just really doesn't work
2026-06-02 13:08:21
1
demonslayereditz_1
Demon Slayer Edits :
Ty❤️
2026-06-01 14:25:20
5
marcel.steffano0
ʚ☆𝔐𝔠𝔢𝔩✧ɞ˖ ݁𖥔 ݁˖ :
its not same🥀
2026-06-20 12:48:31
1
edit100000001
burger :
please text:
2026-07-07 09:45:08
0
thategomotla3
victor :
messi and neymar edit
2026-06-23 18:33:52
0
volter_lol
volter ✌ (varo :3) :
we want peak not ai bullshit
2026-06-05 03:13:09
3
.frezzy.ice
𝐈 𝐚𝐦 𝐈 :
I am the first.
2026-05-30 20:09:41
0
naimat.thenics
ɴᴀɪᴍᴀᴛ THENICS :
how do you use ai for free
2026-06-06 10:24:37
0
xaeem.editz
xaeem editz 👻 :
First
2026-05-30 20:22:44
0
sanieldex2
V1vdBlu :
low effort comes low result btw✌️🫩
2026-06-08 04:39:12
0
hola0429182647
Boykaffx🌪 :
Animate the person in the image as if they are naturally walking forward while remaining fixed in place relative to the camera. The subject must never move closer to or farther from the camera — keep their size, framing, and position stable throughout the animation. The illusion of forward walking should come entirely from body motion and subtle movement dynamics, not actual forward movement in the scene. The animation must adapt intelligently to the framing of the source image: * If the image is full-body, animate a full walking cycle with realistic leg movement, hip shifts, arm swings, shoulder motion, and natural body bounce. * If the image is medium-shot or upper-body only (such as chest-up, shoulders-up, or portrait framing), do not generate or reveal unseen body parts. Keep the original framing intact and animate only the visible areas naturally, while still conveying the feeling of walking forward through upper-body motion. For all framing types, include realistic walking-related motion such as: * subtle head bobbing synced to footsteps * gentle vertical body bounce * shoulder sway and torso weight shifting * natural arm motion when visible * realistic posture adjustments * soft rhythmic movement matching a walking cadence * natural blinking and subtle eye movement * slight facial micro-movements for realism The subject should feel alive and physically grounded, with believable momentum and body mechanics. Motion should contain slight asymmetry and imperfections so it does not look robotic or looped unnaturally. Maintain a locked camera with stable framing and no zooming, no camera shake, no panning, and no perspective shift. The person should appear to be “walking in place,” like a treadmill-style forward walk cycle while staying visually stationary in the frame. The final motion style should feel animated rather than hyper-realistic live-action. Use a slightly reduced cinematic animation frame rate aesthetic — smooth but stylized, around 12–18 FPS perceived motion. Avoid overly fluid ultra-real motion and avoid choppy low-frame-rate movement.
2026-06-12 01:36:28
1
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