I’ve made a few small updates to the tutorial just to clarify a couple of points.
I did use forward kinematics, but it isn’t essential to do so. The principles of walk cycles are the same either way. What’s important are the positions of the bones in the various keyframes.
I’m still learning the different aspects of animation in Blender. Creating a walk cycle for part of the game I’m working on forced me to do some research, and I learned a lot from it. So I thought I’d write this tutorial to share my findings with you all. Hope it proves useful
In your tutorial you are not taking advantage of a very cool feature in pose mode: the mirrored pose copy-paste. To be able to use it you should use a naming convention, appending a ‘.L’ or ‘.R’ suffix to the paired bones (Hand.L, etc). You can then copy the mirrored pose from the limbs on one side of the body to the limbs on the other side.
When creating the armature, the roll angle of each bone has to be set using Cntrl-N for this to work correctly.
All this should be done before animating the armature.