Sorry for bumping an old post, but I'm under the impression it's alright if it's an update done by the original poste. Lemme know if I'm wrong.
These are just fills so I can get the motion right before shading.
I tried to bring the arms down a bit and relax them. It almost looked like a speed walker and a bit too forced.
(Those north and south facing ones were killing me
)
Robotacon: Thanks much for replying. You certainly know your animation, so thanks for taking the time.
The legs seem too far apart in the run.
I don't think the sideway wobble works either
I tried to tone down the poop factor a bit.
Think about what you're going to do with the arms, if the characters are carrying swords but them in there now.
Well, I see where that would be advantageous, but I'd like to get the run down well first, and then add items. There's also the fact that this hopefully will serve as the base for more than one sprite (so there could be quite a few configurations - one of which will be no items at all).
A last tip. Make sure limbs move in a smooth motion. In a realistic run the limbs move at a constant speed so there is no snapping.
I saw a few instances that might have been what you were seeing. Do you see any more in the update?
On the 6 frame cycle:
Totally right on the heel first, in fact, the feet were entirely problematic for me. However, I think I cleaned up some of the too-far-forward-leg-pass.
About the feet leaving the ground, I think I see what you mean and attempted to apply it. It does
feel to me, tho, that the head and body move up when the back leg is furthest extended backwards. IOW, the body is propelled forward by that leg, and, not only forward, but somewhat up. I kept some of that motion in (for the time being).
Hopefully, I managed to incorporate some of your advice.
C&C welcome and apppreciated from any and all