This animation is the first one that I did for the Adventure Time:HIKWYSOG?! It was also the animation that was used to test me to see if I was capable of animating at the level of quality that Wayforward was used to. Thankfully I passed!
Inititally this animation was pretty difficult for me. Animating idles has always been a bit difficult for me because of how vague the term idle is. In real life you idle by shifting your weight, breathing, scratching your head, stretching, or most currently, checking your phone. However, in games, idle animations are normally some sort of weird mix of a Bruce Lee bounce and some sort of dance. A tip about animating idles that I learned...know your character well enough so you can lock down the idle. The way your character idles helps showcase their personality. If they are a fighter then yeah they'll have a fight stance and bounce a bit. Some characters can be cooler if they aren't so energetic such as Alucard from SOTN.
For PB's idle animation I used a lot of sub pixeling(color dancing) animation. It's too hard to explain exactly the process behind it but the principal is you need a good amount of colors in order to make it work. It's not easy to make a one pixel move last so many frames. A lot of her animation is all in how her hair reacts to the bounce.
Best explaination for sub pixel animation that I can find. http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/
**An interesting fact about all of the Adventure Time sprites for this game is that they all had hand pixeled alpha channels on the edges in order to soften them up and make it a bit more like the cartoon. The typical range for the Alpha was just 77,77,77. The engine would automatically make those colors alphas. t's a neat effect that I hope to see more often.
Strictly for portfolio purposes. Adventure Time and the Princess Bubblegum are owned by Cartoon Network
--If you like my work consider commissioning me at MAKAPIXEL at gmail