Hi Waylow, nice tests and it seems that you’ve learned a lot from Jason Ryan. I have to dive soon too feet first into character animation. I bought a couple of VTS’es from Keith Lango, I have a couple of books too. But there is a thing that you won’t find in books (well the animator survival kit mentioned it, but not in so many words), which is something I read a couple of years ago concerning the animation style of Don Bloth. Your Mancandy run cycle is totally stiff as if he has a adamtium rod for a spine. What Don bloth figured out is that you should ’ wave’ your character’s motion. It is very apparent in lots of Don Bloth animations. The spine should bend back and forth for added realism. I will check if I can find an perfect example to show you.
edit:
Is there nothing that can’t be found on the internet?
http://donbluthanimation.com
this is also interesting
http://minyos.its.rmit.edu.au/aim/a_notes/anim_contents.html
edit: I find it hard to track the site I mentioned first down. But if you watch young Dirk’s from Space Ace run cycle you’ll see what I mean. On the lowest extreme you bend the spine, and on the highest extreme you bend the spine inward thrusting the chest forward. I guess this technique is better suited for certain slender builds, but I’ve just seen a video footage on another animation forum of a hippo running, the spine wobbles up and down too.
The site that I heard it from first, the animator there made a CG animation of a big dumb pelican or vulture. When the tip of wings are all the way up, the spine is bend downwards, and when the tip of the wings are all the way down, the spine is bend upward. I believe the long neck was involved too in a counter balance wave motion for the body. In any case, sorry for the long rambling, I just thought it would give your character a better sense of weight.