AuthorTopic: [WIP] Misc Animations  (Read 21995 times)

Offline Rosier

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[WIP] Misc Animations

on: February 25, 2015, 10:40:48 pm
Current Project:



More or less finished over the course of the topic:
  Throws a giant wheel.  Based on one of Sol Badguy's moves.
  Basic 3 hit combo.
Boxing Footwork/Moves and jabs


Original Post:

I don't really have plans to make a fighting game any time soon, but the basic idea behind these is to fill out a couple of animations that one would need as practice.

  This is kind of like an entrance, comparable to Mario's Pipe/Link's Tornado from Smash Bros.  He slides in on ice before turning.
  A looped one two punch animation.
  A full combo, sans motion blur.  Arms are covered with ice, which is why they are white.  The arm hammer feels rough, but I couldn't figure out a better way.
  Full combo with blur.  I personally prefer this one.

Any C+C on how to improve/fix anything would be greatly appreciated. 
« Last Edit: December 16, 2015, 08:40:12 am by Rosier »

Offline CelioHogane

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Re: Fighting Game Animations

Reply #1 on: February 25, 2015, 10:56:01 pm
First animation looks like a pokemon trainer fight, is fun XD

Besides that, You really should make the ice look... well... like ice.

Offline Rosier

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Re: Fighting Game Animations

Reply #2 on: February 27, 2015, 08:57:08 pm
First animation looks like a pokemon trainer fight, is fun XD

Besides that, You really should make the ice look... well... like ice.

To do just slide into frame, don't they?  Well at least the sprites did.

Ice probably isn't the best way to put it.  It the first sprite it's straight up ice, so that could probably do with some change, but the arm hammer is making his arms sub zero temperatures, meaning it's more of an aura of cold than actual ice.

Offline Mr. Fahrenheit

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Re: Fighting Game Animations

Reply #3 on: February 27, 2015, 10:27:55 pm


I think you need a lot more anticipation, and the actual hits should just be one quick frame, with the slowdown after it connects. I forgot to keep editing the legs after the first few frames, and didnt add blur, but that should give you the idea.

Offline Rosier

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Re: Fighting Game Animations

Reply #4 on: March 02, 2015, 01:01:54 am


I went ahead and added more substantial blur.  I feel like the removal of the one swing frame makes it necessary.  Otherwise added another step forward and played with the feet a bit.

It's definitely has more of an impact now.

Offline wolfenoctis

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Re: Fighting Game Animations

Reply #5 on: March 02, 2015, 06:15:58 pm
Some thoughts on the pose:


And the animation(a little unfinished but whatever ::)):

Offline wzl

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Re: Fighting Game Animations

Reply #6 on: March 02, 2015, 10:08:06 pm
https://www.youtube.com/watch?v=cuDZU-kSybE#t=285

This comes to mind when i look at the edit.

I like the cleanup and fixes to the anatomy, but if someone throws punches like that he'd probably not win any fight.

the worst offender is probably the hip thrust forward. it cancels any power from the punch and throws you off balance. Additionally the flying elbows/big lunge will remove all speed from the punch.

Here's a quick edit to get the points across. even if it mostly just removes frames :p

Offline Rosier

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Re: Fighting Game Animations

Reply #7 on: March 03, 2015, 02:17:01 am



The pose itself it based on Sagat up here, which is why the feet look like that.  Looking back, I can probably touch up the arms a bit and make them a bit more like it. 

Otherwise, looking at your animations and Dudley's punches from Third Strike might help a bit.  http://www.zweifuss.ca/dudley/dudley.htm
What I'm gathering is that he should twist his body more in the second punch.  Both of yours and Dudley's Standing MP have that kind of motion.

Offline PixelPiledriver

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Re: Fighting Game Animations

Reply #8 on: March 03, 2015, 06:10:25 am
If you have the time and money get a punching bag of some sort and some gloves.
You'll learn a lot.
I kind of prefer a speed bag, but heavy and striking are much easier to setup.
Striking is def the most space and use efficient.
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline wzl

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Re: Fighting Game Animations

Reply #9 on: March 03, 2015, 06:15:52 am
Power in punches and kicks in martial arts is all about how it is transferred through the body. The hip, being the center of the body, is a key component to that. Punches can be thrown using the hip as you will be able to use your whole body weight plus the push of your legs. It is never the arm or leg alone, as you'd loose tension, balance, speed and power.

If your pose is taken from sagat i'd suggest you look up on some muay thai moves and application. The arms are used for covering the head in an offensive and quick to react position. The weight is shifted back so your foreleg is free to kick instantly without shifting your weight to counter balance. Additionally in muay thai a lot of techniques include knee and elbow strikes, even though it doesn't really show in sagats moveset :P