I found this video and I think that is is perfect reference for what I'm aiming in the scout run. I love the spring in the run and would look to replicate something similar, however perhaps not quite as "over the top".
This images show the locomotion of the run, the key point are; The body weight going up and down, the legs bending in perspective and the flipping of the feet.
I think that my final build is ultimately a success as the final model came to 478 Tris in total. I was able to see how far texture maps could be used to give the illusion of detail.
In my next animation I'd like to use a big more of an advanced game rig/model. I was looking at the scout character from Team Fortress 2. I want to animation him in a speedy run, light an bouncy to suit his character design.
Here is the sprite sheets that I have finished for the player animations.
Line 1. Flight animation
Line 2. Light damage
Line 3. Heavy damage
Line 4. Explosion
I had a lot of fun doing these (although it was very time consuming). :) This is my fist ever sprite sheet, at first I didn't know where to star but one I got to grips with the basic principles it was quite smooth sailing. The key unlike with normal 24 frame animation I had to get the key actions down in as few sprites as possible. This is because of the limited processing power the our platform has.
Building this robot I'm using the front view I had refined from initial concepts as a guide. The challenging aspect of the modelling phase is modelling movable joints and the mini gun while maintaining low polygon count.
I find the heavier set designs more appealing and opted to go further with one of these 3 (above).
While the left and right were also strong options I felt that the design in the centre provides a more recognisable silhouette as well as beings more functional configuration.
After looking over these quick sketches three is the one everyone feels fits are game most. It's cartoon and suits the target audience more (The kids). :)