11-24-2013, 09:00 AM
This is not a IM so answers can take longer to appear. Be patient.
A walk cycle has a lot of basics on it; it's not just moving your legs and calling it a day. Here's a basic tutorial:
Any animation has a thing called 'KEYFRAMES'. Keyframes, as the name implies, are the frames that are extremely important for the animation to be readable. The image above illustrates all the keypoints in a single step (read it from right-to-left).
It's worthy to note that a full walk cycle is those step times two (for 2-leg movement), so a normal walking animation needs to have an even number of frames: anything different and you'll have a limping character.
Here's an animated example to take note:
All of the above applies to humanoid characters with a more 'detailed' art style. Now as for a really flat and rigid character as yours, I don't really know if such animation works. As you can see in your own sheet, the legs don't fit your character at all, with curvy lines constrasting with his blocky shape.
A walk cycle has a lot of basics on it; it's not just moving your legs and calling it a day. Here's a basic tutorial:
Any animation has a thing called 'KEYFRAMES'. Keyframes, as the name implies, are the frames that are extremely important for the animation to be readable. The image above illustrates all the keypoints in a single step (read it from right-to-left).
It's worthy to note that a full walk cycle is those step times two (for 2-leg movement), so a normal walking animation needs to have an even number of frames: anything different and you'll have a limping character.
Here's an animated example to take note:
All of the above applies to humanoid characters with a more 'detailed' art style. Now as for a really flat and rigid character as yours, I don't really know if such animation works. As you can see in your own sheet, the legs don't fit your character at all, with curvy lines constrasting with his blocky shape.