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Step 1
Pay attention to the character. Animation walk cycles vary, depending on the character and mood. Watch for a good starting point, such as when a forward foot first contacts the ground. If the character has more than two feet, you may have to divide the walk cycles into sections, such as "front" and "back" for a quadruped, for instance.
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Step 2
Sketch out the walk cycle to give you a firm grasp of what happens when. You may not have all the steps exactly right, which could take a frame-by-frame analysis, but you should get the general idea.
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Step 3
Compare your sketches to the basic steps of contact, recoil, passing and highpoint. If your sketches don't have four elements, you've done something wrong. Go back and review your source material again.
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Step 4
Look at your source material again, this time paying attention to the upper body of the figure. If it's a humanoid, pay attention to the arms and remember whether they counterpose the feet. Regardless of anatomy, a head is pretty likely. Watch its motion.







