Steve:
Your last attempt was a good improvement! The first thing I notice is that you've added more follow through on the arms, so they feel more natural. I think you've got the weight shift down pretty well, you could go slightly further towards screen right on the anticipation. 1 thing you might try is not bending the knees so much. When the weight is shifted over the left leg for the anticipation, I find myself locking that leg, so my knee stays straight and my pelvis actually rises, and then when I'm reaching my other foot until it contacts the ground I find that that leg is straight, and maybe when the weight comes on top of it is when the bend would come (and that juxtaposition of straight to bent would help show the weight of the character more.) You might offset the contact of the searching foot and the weight (Center of Gravity COG) shifting over it, usually our feet get there before our COG, in your's it's almost the same time. The follow through on the hands looks good, you could plus it by putting some offset in the wrists (so the wrists are following a little behind the elbows(if your really fancy you can do this again with the fingers following the wrists) The head is interesting, it looks over, but not down at where it will be stepping, then it tips back on the step (which I actually like 'cuz it has that "away we go" feeling) but I'm not sure if you want that impression (since you don't have eyes the assumed gaze is where the face is pointing)and then it hits the same time as the body. 1 thing I've noticed with heads, I've tried giving them all this follow through and stuff and it always looks like to much, so personally I have concluded that being on the top of our columnular bodies our heads are pretty stable and don't bounce around much. However, you can put follow through in the head if you want that affect. Something I suggest you do is go into your timeline, and shift up your keyframes on the frame where everything is landing, push things back so you have more follow through and overlapping and everything doesn't happen at once. You are doing great though, and we can see your improvement, keep it up!
Everyone go read Keith Lango's Pose to Pose tutorial right now!! That's basically where I started to learn to animate.David:
You got some skillz,

so suggestions I make might just be personal taste. The attention being so strongly down, the feet placed so carefully, and the arms held high like that give me the impression that it's stepping over or onto something precarious/dangerous, but the timing doesn't back that up. The attention is very strongly down, if this is just a casual side step then only a casual glance would be needed. The arms being bent at the elbow's doesn't feel natural, to me at least. But overall it looks great, the character is believable.
Robert:
Good improvements, I love that little glance, That's Perfect! Still wanting to see the 2nd foot straighten out more before it leaves the ground. Lookin goo.
Patrick and Cindy, I was wondering where you guys where. Glad your still with us

Patrick:
Good start! I think you have the weight shift down, even the counter shift to get Joe's left foot over, excellent! I agree with Cindy that Joe's right foot should arc up and back down, instead of being such an L. Looks like you haven't touched the upper body yet, when you get to it, remember the TailBall excercise, except this time it's backwards and your root is the pelvis. Looking good so far! (Oh and stride lenght is like Dynamic Constraints, it can be a usefull tool, but it's good not to get to caught up in it

)
Cindy:
Nice character in your Joe. That first step is too fast, if we had been following the character for a while we would be ready for it, but since this is a short excercise you'll need to either slow it down, or stage it with a big anticipation so we are ready for the movement. After the step you transfer the weight from Joe's Right to his Left well. Your pelvis arcs are a little boxy, the way Patrick's foot arcs where, over and then up or down, try and get more of a curve with the peak in the middle. Your close with your torso, but it's a little off, think of the ribcage/shoulders balancing against the pelvis. If the left hip juts up, the right shoulder will jut up (and the left shoulder will be lower) to maintain balance across the center line. Maybe that doesn't make any sense

I like where your going with the arms, the hands flaying out like that is the main thing giving Joe a feminine flair. The arms can be smoothed out some though, right now you are treating them kind of like sticks with hinges, think of them like the tail on the ball (3 joints, just the same, the ball will be Joe's shoulders) Your making good improvements Cindy! Love that cute pose at the end, well done being aware of twinning.
EVERYONE:
Something no one has yet taken into account (very much at least) is pelvis tilts. Stand up (yes you, RIGHT NOW

) shift your weight over 1 leg, notice how that leg is straight, your knee is locked because then your weight is supported by skeletal structure instead of by muscle energy, notice also that with your leg straight up that side of your pelvis is pushed higher than the other side, definite angle/line there. Keep that tilting in mind when you are shifting CoG around.
Another cheap and easy trick (straight out of Keith Lango's Pose to pose tutorial) build your poses, and then use your timeline to do quick and dirty offsetting. Things look better movement wise when they don't all happen at once, but when they instead unfold joint by joint (aka successive breaking of the joints). So in 1 frame set up the whole body in the pose, then go into the timeline and push the torso keyframe 3 frames later, and then push the neck 2 frames after that, and then the head 1 frame later.
Remember the computer loves straight lines, but life likes curvy arcs, don't let the computer make you lazy, shift those toes around, swing those arms. And speaking of arms, like I said before, think of them like the tails on the ball from the other BootCamp. It's good to animate up the heirarchy, so animate straight through from the pelvis then add on top of that the lower back, and then the upper back and then the neck and the head, that way everything adds together. Personally I got used to IK arms, but am now trying to get back into FK arms because that is continuing animating down the heirarchy (upper torso, to shoulder, to elbow, to wrist)
Guess I'll go and take a crack at this so y'all can feel more free to ignore my yammering when you see I'm still learnin to. Great job so far everyone.
-Alonso