# Walk weight/head motion: visual review

Studied the public schwarnhild itch.io NPC preview and SLYNYRD walk/top-down animation articles. Author URLs and derived choices are in WALK_STUDY.md. No reference sprite is a selected game asset.

Four speaker walks now use walk_v6, 384x256 sheets, eight timed phases from four existing key drawings. Whole-figure integer-pixel offsets move the head with shoulders/body/equipment. Planted soles stay at each key drawing's authored location through a one-pixel boot-edge adjustment. No per-frame scaling, limb stretching, facial repainting or equipment reflection.

Profiles: Ganoes/Fiddler +1/0/-1/0 pixels per half cycle; commander/Surly +1/+1/0/0. Relative durations 1/1.15/.85/1 repeated; gallery cycle .64 seconds. Runtime travel cadence now uses the sum of relative frame durations so path speed and stride remain aligned.

Rendered the actual ActorScript before/after at matched cycle times in all four directions, then matched scripted travel. Inspected enlarged exported contact sheets and native south/west comparison frames. Refreshed the main scene's static map/gallery render. The independent comparison film completed 665 frames at 60 fps (11.08 seconds); 1080p output is art/previews/walk_weight_v6.mp4. Main game and F2 gallery select the new assets.

No new automated tests added or run. This is a restrained movement pass over the four existing limb drawings; more distinct limb poses would need another art pass.
