Doesn't seem to be manual AA as there are unlogical bits of very light yellow above the head that I don't find anywhere else and the piece of thread supporting the eye patch (well, that's what I see anyway) has a weird lighter pixel line when the face is towards the viewer.
Can't say anymore than that at the moment since I don't have a decent program at work. It seems that the rotation speeds up when the character is facing away, one or two frames might be lacking there.
Anyhow, the idea is neat and well rendered except for the blurry part.
I think you might wanna ease off the compression.
what program was used for the animation?
I assume the reason this hasn't been sent through to the gallery yet is all those extra colors. makes it look like a 2 color piece has been compressed in some way. is it just intentional aa? because it makes it look kinda blurry either way.
I have 4 stages of these. The green, which shows the character as clean and somewhat ready. The yellow, which has the character cut up a bit and also less happy, but still aware. Then the red, which is being worked on at the moment. and after that I have a rotating skull, which is a pretty obvious symbol.
I think it would be somewhat distracting in a game, but I like it as a standalone animation. How would the player's health be shown?
When you scale up, do so only in increments 100%, otherwise you get this.
Why do you want a moving health guage in the first place?