I tought for second you said a 5600 Geforce, allmost fell down the chair.
Will the glest runs even with 5600 series geforce?
Hey war, I have a suggestion, when making a human walking/running animations, keep in mind that leaning the body axis forward.
The theory of depicting forward movement ( any action that carries the whole body forward ) requires that the top always be shown ahead of the base.
In walking or running, the line of balance remains a constant forward slant as long as the same speed is maintained and tips more as the speed is increased. This change is hard to see because the moving arms and legs distract one's attention from the action. A person must lean the body forward to take a normal step. The balance is caught by the forward foot. The arms move in reverse of the legs, so that, when the left leg goes forward, the left arm goes back. The center of the stride expresses the least movement.
As we walk along, what happens is this: foot moves body, body moves foot, foot moves body, body moves foot. Each leg takes job over as soon as it is put on the ground, and the other leg relaxes and swings forward, mostly by momentum, until it takes over. Both actions go on simultaneously.
Hip and knee drop on the relaxed side. The leg carrying the weight is straight as it passes under the hip and bends at the knee as the heel comes up. The relaxed leg is bent at the knee as it swings forward. It does not straighten out until after it has passed the other knee. The legs are both fairly straight at the extremes of the stride.
Remember:Arms move opposite to legs.
Back foot does not leave ground until front foot is planted.
Arms pass hips at same time knees pass.
Hip is higher on side of foot carrying weight.
Knee drops on leg off ground, action is best expressed at extremes of stride.
Always tip line of Ballance.