AuthorTopic: Attack Animation  (Read 5549 times)

Offline Rosier

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Attack Animation

on: October 28, 2016, 12:50:40 am



Tried out a bit more involved animation focusing on key frames and maybe a bit more hold frames than was necessary.  I don't plan on shading it, so I tried to make the colors recognizable.

Offline MysteryMeat

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Re: Attack Animation

Reply #1 on: October 28, 2016, 06:47:14 am
Looks pretty good, very anime looking. I think the bend on the back for the burst is a bit much though, a more straight lean back might work better.
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
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Offline wzl

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Re: Attack Animation

Reply #2 on: October 28, 2016, 11:22:26 pm
very nice dynamic animation.
animation flow looks pretty good too.
pay attention to the limbs though. they change sizes a lot. looks almost gummylike.
and i'm not sure what the first move does. is it a ground pound? a dodge? a preparation for the jump? try to emphasize on the motion to deliver its purpose.
mostly nitpicks though :y:

Offline Rosier

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Re: Attack Animation

Reply #3 on: October 29, 2016, 01:21:37 am


@Meat, straightened out the back a bit. 


@wzl, made the arm length more consistent between key frames, mostly in the rising knee area and a bit in the firing position.
First move is just cool action shot for the sake of cool action shot.  I guess it flows better to the jump than the idle, but yeah, it's just for looks.

Offline MysteryMeat

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Re: Attack Animation

Reply #4 on: October 29, 2016, 01:31:14 am
Last section is still awkward, needs more windup I think. Have him bend backward to land or maybe stumble forward into firing position instead of going straight to it?
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
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Offline lachrymose

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Re: Attack Animation

Reply #5 on: October 29, 2016, 12:19:17 pm
Only part I don't like is the transition from highest jump point to the crouch, it is too instant and jarring.

Offline Rosier

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Re: Attack Animation

Reply #6 on: October 31, 2016, 02:37:47 am


Ax kicksss


Definitely a better transition to the ground, and hopefully a bit better to lead into the wind up.

Offline Conzeit

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Re: Attack Animation

Reply #7 on: November 01, 2016, 06:19:29 pm
just wanted to say I love seeing you do stuff like this on your own with no input, it seems you really have internalized it =)

Offline Rosier

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Re: Attack Animation

Reply #8 on: November 04, 2016, 06:29:57 am
just wanted to say I love seeing you do stuff like this on your own with no input, it seems you really have internalized it =)

Thanks a lot!



And yet, I feel as though I still don't have neutral stances down...

I'll be animating her next, and while I feel the sprite looks fine, I'd like it to have a lot more character.  Yeah it's just for the sake of the full animation and isn't the main focus, but I want it to convey more without it just being the same as the other one.

Offline MysteryMeat

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Re: Attack Animation

Reply #9 on: November 05, 2016, 07:26:59 am
Regarding the previous animation, I tweaked some of the timing issues I saw so you could better see what I meant!

What I did here was use squash-and-stretch to give the landing a bit more impact, added a frame or two here and there to keep the "beat" of the drawing going, and added that lean-back as I was seeing it!
I also had a happy accident copy-pasting frames, the first frame of the landing with the blue still in from the kick makes great play as a smoother for the formation of the energy ball, as if the power is being "transferred" from limb to limb as it's used!
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
MAJOR BORK TALLY: |