
When I follow Richard Williams' (Animator's Survival Kit) description of a real walk animation, I get this animation:

To me the second animation has much more life in it than the first. I think this has something to do with slow in and slow out. Here are all frames of each animation copied in a single frame.


Questions:
1. Does this mean that there is more variantion in the speed in the second animation? And is this why the second animation seems more alive?
2. What type of animation should I use in Moho, the one suggested in the Walktutor, or the one suggested by Richard Williams?
Both methods are rather complicated at first (there are still some minor errors in the second animation), but I guess they become less so if you get used to the method.
Edit: Here is a longer SWF walk (100 Kb). I used Smooth interpolation, which seems to cause a slight Moho flow. The Step interpolation seems to give much better results in more "alive" walk cycles. The walk cycle from the Walktutor doesn't have Moho flow in this degree, because of the Bone Locking. This seems to make the walks much easier to implement with the Walktutor method.
Is in this case easier also better?
2nd Edit: I guess this post is in the wrong category; it should have been in the "Tips and Techniques" forum.
I tried to use the model from the Walktutor (with the thick lines instead of shapes for limbs), but this proved to be even more difficult. The spacing between the frames became too irregular for a convincing animation. The character is all over the place!

It seems your character design is very important if you want to create different types of walk animations.
And I've experienced that doing correct walk cycles is very very difficult and laborious, and requires a well thought trough plan. Simply trying to move bones does not lead to solid animation. That is very clear to me by now.
For now, I'll stick to my simple character design and try to do some of the walk cycles from the Animator's Survival Kit. First on paper and only then in Moho.