AuthorTopic: Attack Animation  (Read 2608 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.
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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?
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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!
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Offline Rosier

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Re: Attack Animation

Reply #10 on: November 07, 2016, 06:31:16 am

I see what you mean.  I cleaned it up just a tiny bit and made the effect sort of flow directly into it rather than repeat frames.



And this is where I'm at with the girl.  It may be because there aren't as many unique frames just yet, but I definitely prefer Blue so far.  I'm going to clean it up a bit with more hold frames and add at least one more attack and see where it gets me, but any suggestions are welcome.

Offline heyguy

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Re: Attack Animation

Reply #11 on: November 07, 2016, 03:05:30 pm
New red character is looking good so far! I await the hold frames clean up and additional attack! I really like the energy of the fighting guy too.

What's that thing that floats above the red character for a second? Energy? Is it me or does the first "pose" of white haired fighting character look too tall compared to the other poses? It seemed you had the character morphing sizes in some areas which is all pretty much fixed. But I feel like the first movement looks a bit off and it might be the characters height. Just my opinion. Keep up the awesome work!

Offline Rosier

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Re: Attack Animation

Reply #12 on: November 07, 2016, 06:55:32 pm
New red character is looking good so far! I await the hold frames clean up and additional attack! I really like the energy of the fighting guy too.

What's that thing that floats above the red character for a second? Energy? Is it me or does the first "pose" of white haired fighting character look too tall compared to the other poses? It seemed you had the character morphing sizes in some areas which is all pretty much fixed. But I feel like the first movement looks a bit off and it might be the characters height. Just my opinion. Keep up the awesome work!

She's Pink, which I say because if I continue this sort of thing, there's a clearer Red that would be next.  Just don't want it to get confusing, and the thing floating above her is a magic book that opens up, with the idea that it's helping her cast. 
As for Blue, I think it's more that the other frames are too short.  The character is supposed to be pretty tall, so I should probably make the frames of the knee attack and the shot reflect that a bit more.

Offline Rosier

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Re: Attack Animation

Reply #13 on: November 11, 2016, 01:59:54 pm


Decided to drop the book.  Felt it distracted from the main thing I wanted, which was the punch.

For PLOT REASONS, her fist becomes incredibly heavy when she activates the attack, which is why it goes from arched back punch to on the ground.  She's supposed to be basically dragging her fist until the actual moment of attack, which is the most devastating thing in her arsenal, with the rest just set up.

Offline Conzeit

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Re: Attack Animation

Reply #14 on: November 13, 2016, 12:35:50 am
hmm I can see your effort to sell the fist but I'm afraid you're not selling it currently, it just seems she's kind of a shady character and that's why she has that body language. I imagine the moment where she makes a sort of downward punch with her fist is supposed to be when it gets heavy. have it stay on the ground, dont have her pick it up instantly afterwards. when she goes into the next pose, have the arm still dragging behind her, just adding a motion blur there to get it to where you want it to be ereases the heavyness, have the arm slooowly pick up inertia till it gets to the point where she can move it, that's basically what heavy things are, things that need a lot of effort to pick up inertia.

also, dont have it wind up just to end up back on the ground, that is pointless =/ I'd either go from the wind up to the teleport, or simply avoid the windup and have her stand with her back to the camera trying to drag the fist forward and slowly doing it until she finally goes into the teleport

also when she teleports forward, dont hold the position, that doesnt help sell the heavyness, it's just anticlimactic. Heavy things have greater inertia, they're harder to get moving but they're also harder to get to stop, so the speed of the dash should give the fist momentum so that when she teleports forward she can go right into the uppercut...if anything have the fist drag her body upwards afterwards, try to make her look like a ragdoll being dragged by it if you can.

actually, probably showing you something I made would be bigger help.
what happens here with the sword should happen with your fist
« Last Edit: November 13, 2016, 12:48:01 am by Conzeit »

Offline Rosier

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Re: Attack Animation

Reply #15 on: November 15, 2016, 06:47:01 am


I want to keep the arm dropping and dragging, as it's been stuck in my head as the main function of the whole thing. Hopefully the bit of editing with the effects cleared that up, but I do want it.  To compromise, I hopefully made it seem more weighty in how she sort of drags in along the ground before being able to lift it to a ready position.  I feel as though the effects could use some work, but hopefully making it a straight punch sells it a bit better.

I don't think the final attack is quite as heavy as I want it to be, but it's definitely an improvement.

Offline Rosier

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Re: Attack Animation

Reply #16 on: November 26, 2016, 09:47:49 pm


Another oneee

Sort of a jab, ax kick, summon energy sword, swing. 

Kind of cheated and messed with frame speed on both of the to-the-ground transitions because it looked less messy.  Ideally I'd like to improve those, the sword (which is supposed to have a lot more energy to it, like a constant flame rather than straight), and maybe something to improve the slash.

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Re: Attack Animation

Reply #17 on: November 27, 2016, 03:09:17 am
He stops pretty long with that sword, I'd reduce the duration of that bit by half at least.
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Offline Rosier

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Re: Attack Animation

Reply #18 on: November 30, 2016, 12:30:04 am


Shortened it.  I'm starting to think I should rework the slash.  It doesn't have the effect I want.




Also changed Pink's punch so it's more of a hook.  It's based on Alex's from Third Strike in an effort to make it look a bit heavier.

Offline Runensucher

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Re: Attack Animation

Reply #19 on: November 30, 2016, 10:39:01 am


Shortened it.  I'm starting to think I should rework the slash.  It doesn't have the effect I want.


Even if the blade appears out of nowhere, he KNOWS this and will squeeze it into his enemy's body. At the current state, he just stands there and let the blade do all the work.

Offline danmanr98

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Re: Attack Animation

Reply #20 on: November 30, 2016, 02:02:14 pm


Shortened it.  I'm starting to think I should rework the slash.  It doesn't have the effect I want.




Also changed Pink's punch so it's more of a hook.  It's based on Alex's from Third Strike in an effort to make it look a bit heavier.

I'm loving the smoothness of all of these animations.
I do feel that the Ending to the Punch should be faster (Or remove frames I suppose). I understand you want it to feel heavy, but the initiation to the punch I feel is where it shows how heavy the punch will be. You've given a lot of emphasis, power and weight to the startup of the punch, and I feel it's not required to have so many frames for the end of the punch.

Offline Rosier

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Re: Attack Animation

Reply #21 on: December 01, 2016, 01:20:11 am


Also fixed the effect again because I can't be happy.

@Runensucher,
That isn't a stab or anything.  That's him just brandishing his sword (Appears from magic) before he swings.  It's not meant to be any sort of attack.
I'll see about reworking it.

Offline Rosier

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Re: Attack Animation

Reply #22 on: December 03, 2016, 12:42:21 am


Instead of fixing Red, I slacked off in class and worked on Green.  I got as far as the end of the Billiards looking magic and the subsequent disappearance, but cleaned it up and finished it today. 

I'm a lot happier with this one over Red, even if there isn't quite as much going on comparatively.  Most of the focus was on the effects, which I think turned out pretty great.  There's the one part where the staff just appears, but I think it's clean enough to go relatively unnoticed, plus it's magic anyway.   

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Re: Attack Animation

Reply #23 on: December 03, 2016, 01:10:11 am
You could add a small tweak where it pops out of a black magic hole or something without interrupting the flow too much. I certainly didn't notice it though and it looks pretty solid.

If you're going for billiards magic though it seems remiss to not have some bankshot ball fun!
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Offline Rosier

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Re: Attack Animation

Reply #24 on: December 03, 2016, 03:25:42 am


The three hitting each other at the end was a happy accident.  Otherwise, they would have just faded off out side of a decent range of where the enemy would be.

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Re: Attack Animation

Reply #25 on: December 03, 2016, 03:44:58 am
SUPER slick. That's a pretty rad summon animation and it sells a skill aspect to his spellwork!
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Offline Rosier

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Re: Attack Animation

Reply #26 on: December 15, 2016, 06:08:23 am


Golems are pretty cool.  Applying the theories behind them is cooler. 

Aka, this character's specialty is elemental and golem creation, which she uses to make a number of prosthetic arms. 

So because this might be a bit hard to follow, she scoops up a bunch of clay, removes her main arm, uses it to punch, summons a new arm, shoots lightning which is caught by a third dirt arm so as not to cause collateral damage, summons a giant stone spike, then resummons her main arm.

Offline Rosier

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Re: Attack Animation

Reply #27 on: December 30, 2016, 09:00:47 am


The bard brings the noise, or otherwise, every music effect I felt like cramming in there, plus a reference to the 1812 Overture by  Pyotr Ilyich Tchaikovsky, aka the one with the cannons in it.  Her whole thing is music, and I feel this follows a decent enough beat.


And also, because I never posted this here, this is what the outfit is based on.  I made this for a school project, so I made it really simple to animate for time reasons, but ended up loving it because it's so cute.  It was for a game I made, and I just ended up making it about this character because the challenge was adding cues via sound, so magic music girl seemed appropriate.  Plus, look at how bouncy she it!

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Re: Attack Animation

Reply #28 on: December 30, 2016, 10:15:19 am
her lack of pants is very distracting, but not in a bad way. gives it a sorta punky vibe!
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Offline Rosier

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Re: Attack Animation

Reply #29 on: December 30, 2016, 09:26:54 pm
her lack of pants is very distracting, but not in a bad way. gives it a sorta punky vibe!

It's supposed to be a one piece swimsuit with long sleeves.  She's just got great legs, so that's why it merges like that.  I think that makes sense. 

I like characters having a bunch of outfits, so I decided to have the callback, plus it varied it from the other characters.

Offline Conzeit

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Re: Attack Animation

Reply #30 on: January 08, 2017, 01:19:11 am


I want to keep the arm dropping and dragging, as it's been stuck in my head as the main function of the whole thing. Hopefully the bit of editing with the effects cleared that up, but I do want it.  To compromise, I hopefully made it seem more weighty in how she sort of drags in along the ground before being able to lift it to a ready position.  I feel as though the effects could use some work, but hopefully making it a straight punch sells it a bit better.

I don't think the final attack is quite as heavy as I want it to be, but it's definitely an improvement.

this was ages ago, but what I meant with all of my post was not to tell you to remove the arm dragging, what I meant is have it drag a lot lot more. Have her only be able to pick up her arm at the very moment she makes her uppercut, and make the rest of the animation her using all of her bodyweight and strength just to get that arm to move a little, in fact what I meant was that the power of her dash should be the only thing that actually gets that arm to move, and the result of that dash is the arm moving in a pendulum motion that makes her whole body drag helplessly behind that super heavy fist moving at the speed of her dash, and ends as the uppercut. That would really sell the unbelievable amount of weight it's supposed to have.
« Last Edit: January 08, 2017, 01:22:11 am by Conzeit »

Offline Rosier

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Re: Attack Animation

Reply #31 on: January 09, 2017, 05:41:20 am


I want to keep the arm dropping and dragging, as it's been stuck in my head as the main function of the whole thing. Hopefully the bit of editing with the effects cleared that up, but I do want it.  To compromise, I hopefully made it seem more weighty in how she sort of drags in along the ground before being able to lift it to a ready position.  I feel as though the effects could use some work, but hopefully making it a straight punch sells it a bit better.

I don't think the final attack is quite as heavy as I want it to be, but it's definitely an improvement.

this was ages ago, but what I meant with all of my post was not to tell you to remove the arm dragging, what I meant is have it drag a lot lot more. Have her only be able to pick up her arm at the very moment she makes her uppercut, and make the rest of the animation her using all of her bodyweight and strength just to get that arm to move a little, in fact what I meant was that the power of her dash should be the only thing that actually gets that arm to move, and the result of that dash is the arm moving in a pendulum motion that makes her whole body drag helplessly behind that super heavy fist moving at the speed of her dash, and ends as the uppercut. That would really sell the unbelievable amount of weight it's supposed to have.

Yeah, a bit late, but whatever. 

I was planning on making another set with these same characters, because while I like what I've done, I'm not 100% sold on my execution.  I like where Pink ended up, but I think I can visualize the kind of thing you're talking about.  I still got one last one I'll do, then I think I'll see about working on improving them.

Offline Rosier

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Re: Attack Animation

Reply #32 on: January 21, 2017, 04:46:53 am


And that's seven.

I like how this animates, but I feel it's a bit less impactful than what I imagined...  I'll see about correcting that when I redo it, but if there's anything I'm really missing, let me know.

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Re: Attack Animation

Reply #33 on: January 21, 2017, 05:49:09 am
Time the slam better with the movement and give it less frames so it's faster. Possibly even vibrate or add some crack-effects to it for more force
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Offline Achrileg

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Re: Attack Animation

Reply #34 on: Yesterday at 04:56:16 pm
You have a very pose-to-pose animation style, but you for whatever reason smooth out and add frames during the fastest movements, yet the motions which should be slow are too quick.

I feel as though you are lacking anticipation of motion too. Too little wind-up before movement, especially if you're using a super-exaggerated animation style.


Here's how I'd start to approach in fixing the issues. Added a small lean back before the big movement at the beginning, removed a few frames, duplicated a few frames, added a small anticpatory motion before the raised arms. I removed the end for the sake of saving time. Obviously it's not polished up, but I hope I could get my points across.

Hopefully, I could help. By the way, are these made for anything specific, or just for fun?