Alright, thanks again guys. I think most of the comments were directed at the unsheathing animation so I focused my attention on that one today. I took a look at the base sprite and Fool was right about the balance so I moved his leg over a few pixels. On the way, I rethought my palette and tried to make it more versatile; blended in the highlights to make it look more natural. Also reworked abit of the coat draping down per Xion's review and tried to put more weight in that jerk frame I have.
Lemme know if I'm on the right track.
Oh.. I forgot to mention earlier that I'm working in "twos", I believe its called in classical animation texts. This comes out to 0.08 seconds per frame (1/12 frames per sec round down). Generally the principles are to work in "twos" or half of a two which is a "one" (1/24 or 0.04 rounded down). Some animators like to work in twos, ones or a combination of both (combination is recommended); usually ones for fast animations like mine which of course would solve alot of the confusion and make it smoother. But I wanted to hone my techniques toward "twos" because this is the most efficient frame per second, interms of human perception and I think this is the limit as far as most game animations go. ((MOST OF THIS INFO IS FROM "THE ANIMATOR'S SURVIVAL KIT" GO GET IT)) So in essence, I am missing alot of inbetweens in the fast areas.
This information might be out of date but I deem it good for a general guide or else you will end up with a horrendous amount of frames and an unorganized mess of framerates. If you want to discuss this in my thread, you may. (((Surprisingly alot of professional animations are done in terms of 0.08 and 0.04 aswell [sometimes rounded up to 0.09 and 0.05].. atleast from the fighting games I've dissected.)))
Having said that, this is not my excuse; I just want you to know what I'm working with. I just want to make sure the animations are "readable", not excessively smooth. All of the critique have been great so far, thanks.