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When I work on idles I just work at it over and over. I'll shift parts around, make more frames, shift other parts around, draw in rough frames then I'll cut out some frames, move others etc... It's a laborious process.(Which I find pretty fun most of the time) Also idle's look a lot better when you have parts that can overlap the main motion(hair/cloth/etc)
I would still say the most important aspect of an idle is making it match the character's personality. Of course you can always have more than one idle or cycle through wait idles or have hurt idles or whatever you want.
Thanks for posting this! It's enlightening for sure, idle animations have always eluded me because I was trying to move preset pieces instead of recoloring to show depth.
Your Princess Bubblegum animation is great too~ The hair is very pleasant to watch. The anti-aliasing is kind of nice, too, it feels very smooth :3
Nice, it would be interesting if you upload that!... at least I'm inerested in sub-pixel animation, and yeah! Super Metroid has a lot of that in her breathing animation, actually I always remember Samus when I think in an idle animation for pixelart.
I feel exactly the same way. Idle's aren't intuitive and are only used for games. You won't find out how to do idle anims in a traditional animation book. Plus since you can't move the sprite too far in any one direction you can't exactly make key frames. Breathing anims become a lot easier when you know how to sub pixel animate. (It's not exactly a crazy skill it's just animating inside the sprite combined with moving the outside. Super Metroid is a great example. Oh and I've had to wing every single idle animation I've ever done lol I'll post a non Adventure Time idle soon.
Omg idle animations are hard... it is supposed to be simple, but it's way easier to just animate run or walk animation because the movement is obvious. In pixelart overall Idle is difficult because one pixel can make all the difference in a breath animation.
It's awesome, the animation is pretty fluid and smooth, and the manual AA is just flawless, I wish I know how to AA manually.
Yeah for the first Adventure Time game we anti-aliased all the sprites. In fact it was built into the black outline that all the sprites had in order to soften the harshness of the pixels(just on the outside) It was not easy for all the artists to stay on task and use the proper gray though. Also we had troubles telling the difference between different kinds of blacks. Some characters would use very subtle 20,20,20 blacks which is not easy to see depending on the quality of your monitors contrast ratio and how well you calibrated it. A tip I learned is that rarely are artists supposed to use pure black. It's noticeably sharper when compared to a softer black :)
Thanks for commenting!
Also, in response to your pixel art. I love how you anti-aliased it, not very many pixel artists do that, and you do it nearly spot on
incredibly smooth , love it