AuthorTopic: Attack Animation  (Read 2510 times)

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: Yesterday at 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: Yesterday at 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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