action:
http://www.idleworm.com/how/anm/02w/walk1.shtml
and now let's apply it!! :thumb:
i normally use a four-frame walk cycle for my rpg sprites, and i use the poses like this. um let me show you from some sprita of mine.
this is actually 4 frames from an 8-frame cycle (i use 8frams on bigger sprites like this because its for platforman, and iirc the full 8frame .gif is above somewhere) but i took the KEYFRAMES to illustrate my point:
(when animated these frames actyually look really goofy and jerky because i pulled them from a bigger cycle but it gets the point across)
frame 1: the closer leg is supporting her weight while she lifts the back leg.
frame 2: the back leg gets planted to the ground, the front leg lifts off. the weight shifts.
frame 3: same idea as the first frame but the legs are different. DO NOT just copy and paste the first frame and reshade the legs: this makes it look like you might as well be using 2frames and it looks like shit.
frame 4: same idea, the other leg gets planted while the back leg kicks off.
NOTE that there is no "idle" frame within the walk cycle. that's because when you're walking you never relly have both feet firmly on the ground. the reason the RTP and most rpg games use that ugly 3-frame walk cycle is because of the old restrictions on the NES for old RPGs and it somehow just got carried over. really imo the idle standing frame should be separate from the walk cycle if you want it to look smooth.