So here's some process on how I might make this walk:
1. Start with basic motion.Theres no need for any real change in frames.
I just want to know where hes gonna go and when.
I like bouncy walks, as such, he bounces.
2. Add a frame or two to create a starting point.Interrupt the motion with a unique frame.
Find a good spot that makes sense to you, like the initial contact, or the peak of his bounce.
This can look like crap at first dont worry about it.
3. Describe the action.Break down the motion with more frames.
figure out how many uniques you need and how many times they can be reused.
Again they do not need to be perfect at this point.
Just draw them so that they are obviously different and show the action as it changes.
4. Polish the framesSo now you know how many unique frames you have.
Clean up each one to be clear, more unique compared to each other, and more specifically describe the motion of the aciton at the given time.
5. Add follow thru and other small details.We can add more stuff just for fun to enhance the animation.
Follow thru is a good thing to do at this point.
Let's make the handle on the bucket move as he bounces up and down.
Overlapping the number of frames used to create Follow thru with the number of unique frames will create a nice contrast of motion.
This means, use EVERY frame to animate the follow thru, but keep the rest of the unique frames the same.
6. Other small effectsA shadow can help ground the character.
The way it is drawn can change depending on how your game is presented.
Having some change in the shadow is fun.
But keep in mind the shadow shown is unnatural.
Realistically the shadow would get bigger, and weaker, as he moves higher.
7. Other effects 2Particles are good.
They fill space, enhance motion, and give meaning to animation.
Drawing them directly on the frames, or creating them thru code in a game engine both have interesting properties and uses.
8. Do it again!I quite often do animations 3-5 times.
Make a slight variation.
Or try something completely different.
Save the old versions and compare them.
Use the insight to create a better animation
Change vs. MotionThe animation is 14 frames total.
But there are only 4 unique frames.
(this is actually a lie, there are 5, open up the file and figure out why!)The rest of the frames are used to convey motion, rather than change.
The walk I've created is intentionally very stylized.
It does not directly hinge on the traditional walk cycle, altho this is an important lesson to learn and practice.
Practice to understand the basics of animation.
Break the task into a series of steps.
I'll just steal that walk animation
thanks again
Simply taking someone else's work; getting them to do it for you, is not the purpose of editing. They're for more effective demonstration. If you like an example, try and learn from it by applying the idea.
Facet is absolutely right.
Don't do this!
For what you think you gain in productivity, you will lose in self ability.
Use what people have provided as reference to create your own art from scratch.
You will learn more and get better faster.
Some of what I have written might not make total sense, I am in a bit of a rush.
If needed ask questions, np.
Try again and have fun with it (don't take mine! use as reference!).
Edit:So ptoing messaged me:
"That runcycle of the Fez dude you made has absolutely no weight"
This is a good critique.
Naturally we tend to make things subtle on the 1st pass.
Push what you already have further on the 2nd or 3rd pass for a variation.
Play with the space and timing.
Whatever the animation is, exaggerate and create more contrast (of course sometimes this can mean the opposite).
When it starts to go too crazy dial it down a few degrees and you'll usually end up with something just about right.
WeightWe can add more weight with a few minor additions.
1. More contrast to his vertical movement.
Put more space between the highest peak and lowest point in his bounce.
The faster the motion, the more resolve and cushioning frames you should use to make it feel natural.
2.Offset parts of the animation from the rest.
The head bobs, and the neck strectches, slighty off from the body.
3. More follow thru elements.
Making the hair light and flexible reinforces that the static elements are thicker and heavier.