that anim of the roman guy is from sean leslie ward. he works on hyper light drifter and he has a blog, you should find him pretty easily with that info if you really liked his stuff =)
harverykiller that is the first time anyone has complained to me about shortening the space between the eyes as shorthand to imply the head has turned. I must say I'm confubbled :p it's really quite standard specially in runcycles, is there anything I did specially badly that makes you think that's problematic?
on the leg shadow...wow, I wasnt thinking about this in terms of real lighting, mostly just using light to bring things forward and you know, standards like that to push one leg forward and the other backwards for runcycles....I'll see if I can squeeze that in
You are absolutely right about the contact pose being weird, this runcycle as a whole doesnt really read clearly enough. That said I'm trying to go for limited animation and I'm resisting the idea of fixing things by throwing frames at the animation, I want strong poses to communicate everything. it has worked for the front and back animation but not for this one, I'll add a frame there I guess if I cant fix it otherwise =/
yeah the hair, heh...I actually held back a lot on this one, dont want to commit myself to animating the hell out of the hair in every action by making the walkcycle look like a fucking metalhead banging...(I tend to do that if I dont hold back :p) but yeah I love secondary animation like that, I might add more in this one or if not in the other actions :p
the enemy, yeah...honestly I felt like the typical reverse hold slash was too cool for this guy (+
I had just watched this dude berating the idea as a whole ) so I had him be a little irrational and have a little fit before he attacked, then stab psycho-shower-style while thrusting his hips :p. I feel like monsters fight a bit too much like humans sometimes, I wanted him to be like an animal with blodlust :p. I just got the timing we're gonna use in the game and I have A LOT more time for the buildup so I'm improving this cycle (the way he goes from full thrust to full squat is kinda BS anyway
) I made a walk anim for this guy that kinda imitates vulture movements so maybe I could do that reverse handle slash and try to make it look like he's flapping a wing at you? dunno, I'll try and leave it if it looks cool.
thanks for your coments on the hip stuff...I'm always looking for a way to add character :p thickness thing. Honestly I'm subconsciously always trying to get away with shit like that, but I dont want to make stuff that just looks plain bad, I try to sorta support it with exagerated foreshorting, I try to take advantage of the fact we have a fixed viewpoint in 2d animation and cheat as if there were forced perspective, even though there's clearly none in a topdown game XD.
if you or anybody thinks there's no upside when I deform something like that please tell me :p
thank you for the comment, sorry for being so rambling and verbose, this is usually how my comments come out and I dont want to spend the time redacting myself right now :p although I know this decereases the chance of someone else replying like by 2000%
I'll post corrections and maybe some other actions....I'd never posted for C&C something from a paid job before so I feel awkward about what to post, what not to post..etc :p