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Posts: 34904
0 votes RE: makin a game, is the animation shit
LMAORIP said: 

should I make butt jiggle or no 

Might as well make everything jiggle. 

Ę̵̚x̸͎̾i̴͚̽s̵̻͐t̷͐ͅe̷̯͠n̴̤̚t̵̻̅i̵͉̿a̴̮͊l̵͍̂ ̴̹̕D̵̤̀e̸͓͂t̵̢͂e̴͕̓c̸̗̄t̴̗̿ï̶̪v̷̲̍é̵͔
Posts: 4854
0 votes RE: makin a game, is the animation shit
LMAORIP said: 

should I make butt jiggle or no 

Might as well make everything jiggle. 

 Don’t listen to this.  Only helpful advice in the thread, please.

Thrall to the Wire of Self-Excited Circuit.
Posts: 82
0 votes RE: makin a game, is the animation shit

fucking around, making higher frame animations that I can use to redo all the pixel art cuz i hated it 

Posted Image

ahahhahaha rip
last edit on 8/30/2021 11:13:55 PM
Posts: 82
0 votes RE: makin a game, is the animation shit

 touching up this walk animation leg drag tomorrow

Posted Image

ahahhahaha rip
last edit on 8/30/2021 11:14:27 PM
Posts: 3633
0 votes RE: makin a game, is the animation shit

Going to have to double the amount of frames just for the foot roll. You probably already know that.

Another thing about the foot roll, the feet have to be very close to the ground when it's raised, so don't raise them too high.

Learn "The 12 Principals of Animation" for other projects, but for that you should simply look up walk cycles.

Some of the principals don't work too well with animations meant for game mechanics though, since we need the animations to respond on the fly. For example in gaming we can't implement "anticipation" before we command the character on the screen to move.

"Line of Action" is another component you might want to look into for your pose to pose. It gives the animation more character.

EDIT: Run cycle looks good. Make it a little faster for better weight shift

last edit on 8/31/2021 1:22:33 AM
5 / 25 posts
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