AllanR the bounce animation is not really a squash stretch animation, so I'm not really worried about it looking weird. I will try that out and see how it goes. I think it could work.
It will be more of like, when the addition is positive the left foot will be in front, when the addition is negative the other foot will be in front.
I'm using the sin to set the bounce height.
I have a snappy 4 frame run animation very similiar to the one in the link, except that the character is not moving in Y axis. The sin controls the Y movement (bounce of the step)
progression is between 0 and 20) set Frame 0 (feet together - step)
progression is between 20-160 & addition is +1 - set Frame 1 (left foot in front - in air)
progression is between 160-180 - set Frame 2 (feet together - step)
progression is between 160-20 & addition is -1 - set Frame 3 (right foot in front - in air)
Kind of something like that. I'm aiming to achieve a nice snappy & bouncy run animation using only 4 frames, where the sin controls the Y movement (the bounce of the step), having a smooth up and down bounce but a snappy four frame walk animation.
The reason I'm doing it this way is that otherwize i would need a at least a 15 frame animation in every axis (8 direction isometric), to get a smooth up and down movement. That would add up to a lot of frames, for each character.
I think your solution could work. I will try it out when i get back home.