Hey Bianca, looking good overall but I'd say some of the movements are too quick/sharp.
The two main sections that I noticed were when he sits back into the chair. Its very quick and stops very abruptly (there is no overlap). The other is on the last animation, his torso rotation and arm seem to move and stop very suddenly
Try tweaking your curves so that there is more follow through on the actions and so there are no sudden stops
To go on what Adam was saying, it seems that at the end of each step for both your walks, there is a slight pause. You can get away with it for the hurt one if you want to argue that he steps then stops on purpose, but the normal walk shouldnt have this at all. It should be a nice continuous, fluid animation.
If you`re looking at the forward back translation for your feet, the curves should look something like this in a starter walk. The more advanced you get, these curves will become more complex, but at the start, this will look just dandy!
Linear on the ground (this is to avoid sliding when you start translating your character through space), with some followthrough at the end. Remember that when you lift your foot off the ground, it tends to drag just a bit before going forward. It also has to slow down and change directions. Same at the start, you reach all the way out, then as your foot drops to the ground, it starts coming back towards you.
I think if you do that to your feet, you`ll see what you need to fix in the rest of the body as well. A lot of the curves might even look similar in that there are no flat parts. Stuff is always moving, slowing down and speeding up when changing directions.
Replies
The two main sections that I noticed were when he sits back into the chair. Its very quick and stops very abruptly (there is no overlap). The other is on the last animation, his torso rotation and arm seem to move and stop very suddenly
Try tweaking your curves so that there is more follow through on the actions and so there are no sudden stops
To go on what Adam was saying, it seems that at the end of each step for both your walks, there is a slight pause. You can get away with it for the hurt one if you want to argue that he steps then stops on purpose, but the normal walk shouldnt have this at all. It should be a nice continuous, fluid animation.
If you`re looking at the forward back translation for your feet, the curves should look something like this in a starter walk. The more advanced you get, these curves will become more complex, but at the start, this will look just dandy!
Linear on the ground (this is to avoid sliding when you start translating your character through space), with some followthrough at the end. Remember that when you lift your foot off the ground, it tends to drag just a bit before going forward. It also has to slow down and change directions. Same at the start, you reach all the way out, then as your foot drops to the ground, it starts coming back towards you.
I think if you do that to your feet, you`ll see what you need to fix in the rest of the body as well. A lot of the curves might even look similar in that there are no flat parts. Stuff is always moving, slowing down and speeding up when changing directions.
Thank you so much!