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I have to disagree totally with you there, i've learnt that you have to make the animation before touching the root transform.
*EDIT*
Also use this for guide, later you might want to modify it to give it a more realistic look but for now just try to reproduce it ( each 0.25 sec ) https://martinsammut.files.wordpress.com/2014/01/279edf1209640830c82a7139ce067c.jpg
At least that's how i do it when I do walk cycles for anything.
Well i use the Graph editor to make the foot go on the X axis, the trick is you have to make a straight line so the speed doesn't change ;)
It's complicated to explain but try it out, feel the walking feeling cause you're the reference and only you can tell how you feel as you walk.
Now to the timing, walking has a 1 frame delay from one foot to another, meaning, if I start the left foot, the right foot will need to move one frame later. Once your foot made contact to the ground, make an empty key frame to show that your foot wouldn't slip as you move. Then repeat your cycle.
Edited: do remember that your pelvis bone moves at the same rate as your starting foot. Say, you start with left so your pelvis bone's timing is to that of your left foot and vice versa.
As for the concern of bumps or hills, then you have a lot of timings to play around as you need to create that weight like feel of climbing a hill. It's different than the average walk as gravity pulls you down as you climb so my hypothesis is that, pelvis bone's timing would be 5 frames when the foot gains contact and 2-3 frames to create that power and don't forget your spine too in order to add that weight like expression of pushing up with power.
A: A foot moves backwards along the ground at the same speed as the other foot.
B: The model moves forwards at the exact speed required to make the feet not slide forwards nor backwards on the ground.
C: Feet act accordingly to bumps on the ground.
...when they animate the walking before they put the model into forwards motion.
If one is familiar to the application of locks in a walk cycle, then how does one smooth up the animation? You will have to face counter animation on said locked foot nonetheless. Let me try and resolve the given situation
A: it's all about timing. the pelvis will go down for sure but what to catch it? The foot will catch the fall and that's why, I mentioned that the pelvis and the corresponding foot has to be in synced.
B: delays of the foot movements. Try this, can you simulate yourself where both foot moves together at the same time. It's impossible without something like skates or the cartoon rendition of slipping on marbles and such. So, again, timings is key
C: I don't think that's the most effective way as you will mess up the timings of the foot as they contact the ground. It's like animating the moonwalk where contact is disregarded
Also Zappy, my way is just one way to do it, i find it easier for me but if you are good with the other one i am not telling you it's wrong, just i did not learn that way.
For the eventuality of a climbing animation you do not use a walk animation, it's custome. ( unless it's a stair then you use a walking animation modified )
Lock both hands to the pelvis, then I work on the feet first, pelvis simultaneously, and hands at the end.
That would be very apreciated !