Dog walk 3D animation feedback:





Details of foot movements
The sole of the dog’s foot is divided into the process of lifting the foot → moving forward → landing → generating force, and the correct handling of these stages can greatly improve the realism of the animation.
Heel-first details
Heel first: When the ball of the foot lands, the heel is usually the first point of contact with the ground. This reflects the natural rhythm of a tetrapod’s footsteps.
By adjusting the ball of the Foot Control (such as Reverse Foot or IK Control), ensure that the heel rotates slightly downward when it touches the ground.
Add a slight heel “bounce” effect to simulate landing flexibility.
Foot following
Toe bending: After the sole of the foot is completely close to the ground, the toes naturally contact the ground, simulating the movement of the dog’s toe joints.
When the ball of the foot is lifted off the ground, there should be a slight bend and delayed movement of the toes. On the animation curve, you can set a slightly delayed keyframe for the Toe Bend.
When the ball of the foot is pushed back on the ground, the toes will bend more (especially when running). Use FK or Toe Roll actions to enhance this detail.
The transition between landing and power phase
Sense of gravity:
When the ball of the foot is fully on the ground, add a slight “press” motion to simulate the effect of gravity on the ball of the foot. The slight Z-axis dip of the sole of the foot can be increased by animation curves.
Thrust sense:
When the ball of the foot lifts off the ground, make sure the movement of the back foot is more elastic. Before lifting off the ground, extend your toes slightly downward (similar to a “push off” motion).
Avoid slippage
Make sure that when the ball of the foot touches the ground, it will not “slip” due to the wrong movement of the root bone or center of gravity.
Check the animation curve to ensure that the sole of the foot remains in a stable position while touching the ground.
Using a Grid or auxiliary ground object, verify that the path of the ball of the foot is smooth and consistent with the gait cycle.
FMP storyboard:

I have divided the work into three scenes, the first is the prosperous times, the second is the war, and the third is an unreal fairyland.
These three scenes are connected through the dancing movements of the characters. At the end, the characters will put up the Kongming lantern
to pray for peace, which is also a cultural way to pray for peace in ancient Chinese culture.
In ancient Chinese culture, costumes and lanterns have profound cultural deposits and symbolic meanings.
Ancient Chinese costumes are not only practical daily necessities, but also the embodiment of social status, cultural traditions and etiquette norms.
Clothing system: Clothing in different dynasties had a strict hierarchical system, reflecting the social hierarchy and ritual culture at that time.
Clothing features:
Hanfu: wide clothes, paying attention to elegant beauty, reflecting the idea of “heaven and man”.
Tang costume: integration of foreign culture, bright colors, and gorgeous style, highlighting the Tang atmosphere.
Cultural connotation: Clothing materials, colors, and patterns contain specific meanings, such as dragon patterns symbolizing imperial power, red meaning auspicious.
The Kongming lantern, also known as the sky lantern, was invented by Zhuge Liang during The Three Kingdoms period, hence the name. Originally used as a military communication tool, it gradually became part of civil festivals.
Production principle: The Kongming lamp is made of paper into a lampshade, the fuel is installed at the bottom, and the hot air is used to rise.
Cultural significance is used for blessing: people write wishes on Kongmin lanterns, symbolizing sending hope to the sky.