In 10 years of hand-drawn animation, the current short is the first time I have ever needed to concentrate on walking as an activity, and tried to show the difference between walking with hope, drudging without it, going up a hill or down...but all of these were variations on the same character, in a mostly one character storyline with no dialogue. So the way he moves is all there is, and what he is doing is walking (to get away from, to get to, to search for...) . generally, walking in these shorts is a rare activity, its all about cauldron stirring, extreme closeups and maybe drawing yourself a new face.
It's possible I completely misunderstand how to do animation and that all of my work would be improved by a greater study of walk cycles; but for me, the movements, their extreme range, anticipation and aftermath of each one in Disney or the classics is too much. Too ugly and unreal. The extreme exaggeration is also part of what makes female characters so sexualised. But is it necessary? I like my movements and my characters to be more subtle, less funny but more likeable.
If we all learn (and teach)how to do animation the same way, the films will all come out the same way. And part of that problem may be that in most commercial/ feature animations, the imagery is flat and bland - that is to say it has no signs of having been drawn by a human hand - perfect curves, smooth flat colour, shading provided by computer algorithm. In small films by independent makers you will get something more shaky, quirky, visually interesting even before anything starts to move. The character can be described in the marks, the energy of the drawn lines, the round/angular smooth/jagged, sketchy/ assured...the materials themselves and their natures & associations. Unfortunately this kind of handmade and "painterly"(ooh I can use that word for the first time since Artschool) style is time-consuming and expensive for studios and so seldom seen. How can we scale it up? How can we economise ? How can we treat animation as an art process rather than a commercial film production line? and How can we encourage students to really experiment with technique, texture, style but still provide them with the skills they need if they want to join the commercial hegemony? I'm not sure walk cycles is an answer...