I have yet to do the facial animations for the run animation, however I want to reflect and criticise the work I have done so far because what I have done is the bulk of the animation.
I think my run animation has been fairly successful, in that I believe it is relatively realistic and follows as many of the 12 principles of animation that I can apply to it. For example I applied anticipation and follow through on the clavicles and hips that correspond to the movements of the arms and legs. I have also applied overlapping actions from the spine into the head rotation. I have applied exaggeration in the balancing of the staff with the use of the left arm and 'weight' applied to the right clavicle. Other than that I have applied arcs wherever possible, and slow in and outs to the movements of the legs, with a secondary action of carrying the staff behind the character with the running of course being the primary action.
I have learnt that, when using IK animation, the graph editor (f-curves) and manipulating its tangents is incredibly powerful and important when it comes to game animation; animation for cinematic use is not on a strict budget as it would be in games, because in game animation you need to make sure you use fewer keys in order to stay on budget with memory restrictions.
In game animation a player can also look around the character, and so you have to make sure the movement and poses are as strong as they can be for all angles, not just the angle a camera will be facing as it is in cinematic use. The player also expects an almost instant response, so the principles of animation have to be relaxed and bent a little bit to allow that to happen. For example when a player presses a button for an attack animation they want to see it carried out instantly, so the anticipation principle is somewhat diminished - but it still needs to be in there.
Going back to my evaluation of my run cycle; I believe I have kept timing in check, the movement of the limbs in conjunction with one another, the floor and the rest of the body is believable and I think it represents my character's background as well as it can be.
I do have some flaws left in the animation that I have noticed after checking it several times; the knees on my character pop a little bit, but I think that is because the animation is set to 20 frames (0-20), but the first and last frame are identical, so in the Time Slider I changed it to 0-19 frames. This stops the 2 identical frames from showing and therefore causing a pause in animation since they both hold the same movement values, but in doing so the legs can carry out the final translation value that going from 19 to 20 would have produce, and therefore cause it to pop back to the first (0) frame. That is only my theory at least, and I would need to look into it a little further.
The left hand also moves quite swiftly at one point in the animation, which takes away quality from the arcing value, however I discovered the only way I could stop this was to implement an extra key frame and extend the animation by a few frames to allow the hand to reach the same location in 3D space with less of a speedy movement. I didn't want to do this because it took away the animation quality, in the sense that the loop would be increased and may increased the chances of a possible problem when it comes to blending the animations in Trax Editor, and as well as that the extra key is adding to the amount of memory it would need to run the animation. I just feel that the swift hand movement is not enough to justify a less efficient animation cycle, and therefore I chose to leave it in.
At the end of all my animations I hope to go back and be able to polish them a little further, however for this animation I believe not a great deal is needed to do so, arguably if at all.