Introduction
After getting feedback on the planning of our walk cycle animation, we started animating the rig.
Walk Cycle Animation
Outcome 1 (Blocking)
My first animation did not go as planned because I accidentally animated the master controller of the rig.
For this reason, it looks as it the character is sliding instead of walking.
Outcome 2 (Blocking)
Even though my second attempt looks better than my first one, the feet of my character are still sliding.
I definitely need to keep working on keeping the feet on the ground.
Outcome 3 (Blocking)
For my third animation, I got rid of the stretch and squash deformation in order to focus on the position of the feet.
I can say that I already have the key poses of my character and it is time to change the animation into spline.
Outcome 4 (Spline)
In order to change the animation from blocking into spline, I had to edit the values on the graph editor.
What caught my attention was that the feet were sinking into the ground during the contact positions.
For this reason, I am going to need to fix the foot and toe rotation of my character.
Outcome 5 (Spline)
The walk cycle is finally looking much better.
Nonetheless, I was pointed out that I need to adjust the number of frames during the foot rotation.