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Author | Message |
Chickenshowman1
Seaman ![]() Joined: 11 December 2017 Online Status: Offline Posts: 7 |
![]() ![]() ![]() Posted: 28 July 2018 at 9:38pm |
First time making any animation beyond idle and walk cycles. Any tips would be greatly appreciated! ![]() ![]() Obviously duplicate frames will be removed for the final sprite sheet
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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Is this the maximum height the character reaches with their jump? The animation looks pretty good to me, but I do think you could push some aspects of it to make it feel more dynamic. The top of the jump feels a little flat, and the character feels heavier at the top of the jump than at the bottom. I think having them spend a little longer at the top would be good (e.g. duplicate the apex frame, except perhaps with minor changes, this would be a good chance to let the tail "catch up" with the jump). More secondary motion would probably help, e.g. flatten the ears when the character is moving up, and stretch them when they're moving down, perhaps have the nose drag a pixel behind in some frames, have the tail start dragging (moving lower) sooner during the jump-up. With the tail, remember that it wants to stay where it is in absolute space, not in relation to the body. So, it wouldn't move upward when the character is just starting to jump, it would stay where it is until forcibly dragged upward by the body. The jump could feel stronger if the character doesn't keep their legs at shoulder-width the whole time, let the legs come together more when they're moving up. The character's head seems to rotate towards the viewer during the squash frames. It should probably rotate downward instead.
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Theo-Theo
Midshipman ![]() Joined: 25 July 2018 Online Status: Offline Posts: 11 |
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I think the main problem is the fact that the legs and feet are pretty stiff throughout the entire animation. I took liberty to edit your animation in a way I believe improves it (the edit itself is pretty sloppy, though, if you end up using it, it would require a bit of cleanup).
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Chickenshowman1
Seaman ![]() Joined: 11 December 2017 Online Status: Offline Posts: 7 |
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Thanks for the responses guys! I'm gonna go back in and change some things today. Particularly, the ears, feet and tail. Really great feedback!
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Theo-Theo
Midshipman ![]() Joined: 25 July 2018 Online Status: Offline Posts: 11 |
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You're welcome! But remember to show the final result once you apply the changes we suggested. :D
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Chickenshowman1
Seaman ![]() Joined: 11 December 2017 Online Status: Offline Posts: 7 |
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Is this any better? ![]() ![]() The final copied frames aren't displayed in the sprite sheet here. Just in the gif |
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yrizoud
Commander ![]() ![]() Joined: 03 May 2021 Location: France Online Status: Offline Posts: 343 |
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If this animation will be used when jumping forward (not just straight up), it would be more dynamic if the going-down stance had the character bent forward - either with feet in front, or since this is a suger glider, falling flat and gliding.
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