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slym
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Quote slym Replybullet Topic: Animating! ... crap.
    Posted: 26 November 2011 at 12:49pm
After finishing http://www.pixeljoint.com/pixelart/66704.htm, I felt that I needed to animate the characters. The mockup itself was one of the only pieces that I actually feel is complete in my gallery. Anyway, this is what I'm currently working on. As you can tell I am not an animator xD

Oldest


Newest


Current Idle:






Edited by slym - 27 November 2011 at 1:47pm
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cure
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Quote cure Replybullet Posted: 26 November 2011 at 1:34pm
needs a much larger bow and much more extreme movement, this looks like a grown man playing with a toy bow. google video of someone actually drawing an arrow, the hand is back near the head and shoulder, and the arm is much higher.
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Hapiel
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Quote Hapiel Replybullet Posted: 26 November 2011 at 1:35pm
I think that bow should be angled way more upwards to have the arrow go upwards. Also, if I would should an arrow my body would be leaning backwards more than it would be leaning forwards, unlike your character does.
if you fix those two things it probably looks much more natural!
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Partack
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Quote Partack Replybullet Posted: 26 November 2011 at 1:44pm
yeah, totally not dramatic enough. that drawing arm needs to go WAY back. Archers pull the hand towards and past their face and aim the arrow at eye level which means they raise the bow to their face too.

think of an archer drawing back an arrow as a 'DRAMATIC POSE' get a feel for how 'ACTIONY ' it should look and feel and it'll help with the animating.

The white swooshy stuff is great though. where the arrow actually is released looks great, it's mainly the person's pose that is killing this piece. =)

if this was meant to be more of a playful cartoony kind of pose, kinda like someone not really aiming the arrow, this would actually be perfect.

If you want me to nitpick, your bow is too small and should be longer/taller. but for this style it's not much of an issue i guess.

Quick google search:



(although those arrows would totally fall out of that quiver if it was like that. =P )






From what i saw at the olympics from the gold medallist who won archery, they drew the arrow's back part to their chin area and released from there. this made them have a scar from where the bow's string would rest for each time they drew the arrow.





I think it doesn't reeally matter if you have this detail in your archer, as long as the bow is raised right and the string is drawn to the right distance with the hand at the right place you may end up with a 'relaxed ' archer pose (like the pose in the very first picture). which is passable and can look cooler than the correct archer pose sometimes.

Edited by Partack - 26 November 2011 at 2:12pm
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 3:06pm
Is this better?



Partack: Thank you so much for that critique! I do think that saying the style in a way forces the bow to be small would be me being lazy :P I definitely used the crap out of those references! Next thing to do is to make that bow bigger!

Edited by slym - 26 November 2011 at 3:08pm
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Quote slym Replybullet Posted: 26 November 2011 at 4:20pm
Another edit:



Ahhh! I didn't notice my post before this one. sorry :/

edit again:



Edited by slym - 26 November 2011 at 5:35pm
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Partack
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Quote Partack Replybullet Posted: 26 November 2011 at 5:40pm
Looking much better. very good job.

remember to be careful of the angle in which the arrow is released, it's straight if they point it straight and ..vertical.. er.. yeah   /   that way if they point the bow that way.

can't wait to see the final product, the pose looks tonns better.

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slym
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Quote slym Replybullet Posted: 26 November 2011 at 6:28pm
New update!



Fixed back arching shenanigans. I can't tell if there is anything more to fix.
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Quote Hapiel Replybullet Posted: 26 November 2011 at 6:31pm
Hii Slym
I made you 2 edits, have a look at 'm!

I dunno which I like better, but you are free to steal all of my ideas. I added a frame where he goes back to idle position, and I modified the starting position on both versions..




your old one:


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Partack
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Quote Partack Replybullet Posted: 26 November 2011 at 6:32pm
Looks good to me.

make sure you shoot that arrow straight when it releases though. just saying this because your previous version had the arrow move in an arc .

Edit: hapiel's edit #2 looks the best to me. I vote for that one.

Edited by Partack - 26 November 2011 at 6:33pm
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Hapiel
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Quote Hapiel Replybullet Posted: 26 November 2011 at 6:36pm
Please note, in your newest version there are some random pixels jumping in his crotch. Or are they intended? 
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 6:46pm
Haha I didn't notice random pixels moving around in his crotch. Looking at it now, I think it is because in the regular stance, he has no crotch :P

I love the change you made to the original pose. You cleaned it up a ton, and it definitely is closer in appearance (not shape) to the crouch/lunge during the animation. I'll try to fix the crotch and the original pose now!
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Quote Hapiel Replybullet Posted: 26 November 2011 at 6:48pm
I didn't change much pose, I mostly altered timing! Watch that carefully, the moment where he goes down is very important.

I played with it some more, tried face movement (it shouldn't move for targeting but it looked fun), added a frame to the arrow twirling (white starts one frame earlier) and I added my favorite cartoon character into the mix. See if there is something you like ;)


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Quote slym Replybullet Posted: 26 November 2011 at 7:09pm
Thanks Hapiel! I tried to fix the timing of the crouch. Just realized that I forgot to fix his crotch. Hopefully this is an improvement.

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Christoballs
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Quote Christoballs Replybullet Posted: 26 November 2011 at 7:12pm
It lacks a frame for the string to straighten once released. Maybe a bit of subpixeling could suggest recoil and/or vibration too.

Edited by Christoballs - 26 November 2011 at 7:12pm
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Hapiel
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Quote Hapiel Replybullet Posted: 26 November 2011 at 7:19pm
Yeah, Chris  is right, perhaps the white arrow should be on a frame where the bow is already relaxed/vibrating/released
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 7:22pm
Haha it's cool to see you on both forums Cristoballs! I added the sub frame:

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Christoballs
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Quote Christoballs Replybullet Posted: 26 November 2011 at 7:46pm
The bow should bend back just after the arrow is shot, before the archer lowers it.
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Partack
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Quote Partack Replybullet Posted: 26 November 2011 at 7:57pm
it's getting there, eh?

you're really refining this animation. good job =)
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 8:12pm
Here comes version 16 :P

http://i1235.photobucket.com/albums/ff440/t_redmer/animation_fire16.gif

... and 17:



Added a couple more frames to it.

Edited by slym - 26 November 2011 at 8:24pm
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ellie-is
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Quote ellie-is Replybullet Posted: 26 November 2011 at 8:24pm

Just a rough doodle. I think your character needs a little bit more exaggeration. Make him move some more, give it some energy! That's what makes animation stand out.
My doodle has only keyframes, no inbetweens. But the inbetweens are merely the frames that smoothen out the sequence from one inbetween to the other. Keyframes being the important frames where things are happening. It really helps me to make them before anything else instead of doing all the frames one by one.
If you know where you're going, it's easier to get there.
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Quote mdog95 Replybullet Posted: 26 November 2011 at 8:40pm
And maybe make him do a long, dramatic arc with his right arm and have him hold an aiming pose for a few frames, like he's going for the dramatic long-distance kill shot.
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Quote Partack Replybullet Posted: 26 November 2011 at 8:44pm
I think he's onto something. notice the last keyframe where the bow is recoiled and the arrow gives off a kind of 'toingg!!' as it is released

that's a pretty interesting concept which would make this animation stand out.

You've got the basic (yet very clean) 'thwip!' animation going for a controlled accurate shot and that's very passable for an animation already. it's very convincing and handsome, but there's no character to it.

Well, actually, i lie. the character of what you have now is 'a skilled, professional and controlled archer/assassin' but I kinda like the idea of the character having a little bit of 'edgyness ' or 'relaxed/rebellious/not caring' attitude about them.

With a little bit extra work you could give the ol' spit and polish to this animation, I think.


I tell you what,   what is this animation goign to be used for? is it a sprite for a game? or just for fun? if just for fun you should definitely make him do other stuff as suggested in the previous post.


Oh, and revision #17 is wonderful, I love the new pause you have as the string recoils.

Edited by Partack - 26 November 2011 at 8:52pm
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 8:56pm
Well it is just for fun. But I may end up using all of the graphics in the "fall mockup" for a game. I'm trying to keep him looking as highly skilled that I can, so I am afraid that by adding character he would start looking less deft. I guess I could try making his lunge to the right leg a bit more extreme. btw, I haven't mentioned this because I've been so focussed on this animation, but I can't express how grateful I am for such great critique! I would never have made it this far without it.

anyway, I cleaned everything up and here is him on the background. I also fixed his exposed armpits. I realized how awkward that was just a few minutes ago! Yay for short sleeved shirts!


(hehe version 18... he's now of legal age to enlist in the military!)

and here's version can-legally-drink-alcohol-in-the-US version:



Edited by slym - 26 November 2011 at 9:18pm
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Christoballs
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Quote Christoballs Replybullet Posted: 26 November 2011 at 9:15pm
Looks awesome! You could add mannerisms, like spinning the arrow before drawing the bow, rolling his fingers, cocking his head whilst aiming... it can be quite subtle but simple.
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Partack
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Quote Partack Replybullet Posted: 26 November 2011 at 9:17pm
Looking good!

the armpit thing i didn't really notice 'till you mentioned it and now it looks great.


I can't offer you any more critiques I'm afraid.

Unless anyone else has anything to offer I'd say you were done =) Conglaturation!

Edited by Partack - 26 November 2011 at 9:17pm
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Quote Geoglatico Replybullet Posted: 26 November 2011 at 9:24pm
I am enjoying your process, but I think the leg is disproportionate to the body, try to improve it!
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 9:27pm
There we go. If this was a game, then you would hold shift to load and arrow onto the bow. While holding shift if the player presses the up arrow, then the bow would be at a higher angle, or the down arrow for vise versa. The arrow will lock onto a target if the player waits for the head to move forward (cocking, thanks cristoballs for that :D). It would be pretty cool to make this into a game. I took off the weird spark things that you see in the animation with the background, and added cocking of course. I also cleaned ever pixel I could :D So here's #22!



Edited by slym - 26 November 2011 at 9:27pm
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Christoballs
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Quote Christoballs Replybullet Posted: 26 November 2011 at 9:28pm
It looks like the bow got shorter, if you see what I mean. Not like it recovered from a dilatation.


Edited by Christoballs - 26 November 2011 at 9:28pm
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 9:34pm

better?
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Partack
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Quote Partack Replybullet Posted: 26 November 2011 at 9:42pm
to be honest i enjoyed the version where the head didn't tilt forward as they aimed.. to me that's kinda awkward because the string is already against their chin and leaning into it just seems a little unnatural.. if i was aiming a bow or a rifle, i'd keep my head and neck still because i was concentrating on what i was aiming at and wouldn't want to move my view.

perhaps if you like where the head is when it tilts forward, it should lean in a few frames sooner than it does.

Edited by Partack - 26 November 2011 at 9:43pm
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Quote slym Replybullet Posted: 26 November 2011 at 9:46pm
Well, I just realized that the head moves back to the normal position as he shoots the arrow. So it does look sloppy. Here's an edit where it makes more sense to me at least.



I do agree that the head cocking doesn't make sense, but I do feel like it gives the impression that he is more intensely aimed on the target. It's hard to pick between having it move or not.
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Quote Christoballs Replybullet Posted: 26 November 2011 at 9:50pm
The head's movement is unnatural, because it goes forward one pixel and you've changed little to none of the details during that movement.
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 9:53pm
What would I be able to move other than the head?
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Quote mdog95 Replybullet Posted: 26 November 2011 at 9:55pm
In the frame after the shot, draw the arrow about mid way between the character and the edge of the canvas with some speed lines behind it. Right now, the arrow just disappears.
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Quote Partack Replybullet Posted: 26 November 2011 at 10:05pm
Originally posted by mdog95

In the frame after the shot, draw the arrow about mid way between the character and the edge of the canvas with some speed lines behind it. Right now, the arrow just disappears.
I disagree. I think the arrow 'disappearing' is fine the way it is, it gives it a sense of a 'thwip' motion which basically means it's fast and accurate.

as for the head moving forward, I thought that's why you added it but I still don't like it. 's your anim though. if you like it then go with it.
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Quote slym Replybullet Posted: 26 November 2011 at 10:05pm
@mdog95 haha might as well. Thanks :P



I made a happy medium with the head cocking. Instead of it just happening, the head eventually ends up in that position. But it's much smoother and it definitely looks like the archer is more focussed.

[edit] about the arrow, now that I'm watching the animation, the arrow makes sense, but the width of the canvas isn't long enough. If the arrow was midway at 1 frame at 60 frames per second, then the arrow wouldn't be traveling nearly as fast as it appears with the sub-pixeled frame before it.

Edited by slym - 26 November 2011 at 10:09pm
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Partack
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Quote Partack Replybullet Posted: 26 November 2011 at 10:11pm
the head cocking is a lot smoother now, yes. but he's slouching now. it looks terribly uncomfortable.

look back at the first three pictures I posted and notice their backs and necks are straight.

slouching is actually a common folly of inexperienced archers and riflemen. It's bad posture, bad for your back and it messes your aim up.

well then again the asian guy does slouch but he's on horse back.

Regardless,
I know that in archery you must keep a straight back and neck. I'll go look for some sources to cite.

Edit:

Originally posted by http://www.squidoo.com/archerytips

Posture & Holding
A few pointers regarding posture throughout the whole process:
Keep back straight and upright
Keep head upright and turned towards the target
Keep shoulders low
Bow arm, draw hand, and draw arm elbow should form a straight line.


Edited by Partack - 26 November 2011 at 10:17pm
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slym
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Quote slym Replybullet Posted: 26 November 2011 at 10:19pm
Dang you know your archery well! Here's an update. You were definitely right it looks much better without the head moving that far forward.

http://i1235.photobucket.com/albums/ff440/t_redmer/animation_fire26.gif

edit:



I noticed that the right arm's gauntlet/glove was awkwardly raised a pixel higher than it should be in a couple frames. Hopefully that arm looks straighter now.



Edited by slym - 26 November 2011 at 10:22pm
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Quote Partack Replybullet Posted: 26 November 2011 at 10:28pm
You'd never guess but I've never actually done archery before.

It just seems that these things would be the way it is..

For instance in any exercise you must keep your back straight or else you could slip a disc.

And when shooting an arrow, you need to aim it, so it's only natural that you would raise it to your face..

as for the neck slouching, I've played with a crappy air rifle and I know that leaning into the scope messes your aim up a lot because it changes the depth and angle of stuff. (also it's terribly uncomfortable after a short while~) *Shruggs* (no i don't shoot at animals, don't worry.)

it's common sense really..

As for the new anim, looks much better. you were absolutely right about the arrow being too fast to fit the current frame size. the head looks like it slouches still by a pixel but it's not noticeable and quite fluid. anything else that needs messing with?

Edited by Partack - 26 November 2011 at 10:29pm
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Quote slym Replybullet Posted: 26 November 2011 at 10:35pm
Then I am very lucky that you stumbled upon this thread! And there is at least one more thing to fix. On frame 5 there was 1 pixel missing on the head. (I wonder if anyone can find it :P)



Unless anyone else finds any other issues, I'm calling this finished. (on version #28)

edit: Phlakes over at Pixelation brought up the idea of adding an extra frame where the string goes past the normal resting place to help give the sling itself more power:



Edited by slym - 26 November 2011 at 10:47pm
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Quote Partack Replybullet Posted: 26 November 2011 at 10:52pm
Beautiful. yes. that's the touch it needed for the recoil. *Applauds*



Good job sir/ma'am. You've done really well on this animation. It's certainly a flawless piece of artistry. I commend you.
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Quote slym Replybullet Posted: 26 November 2011 at 10:59pm
edit: nvm. it's too sloppy.

Finally done! Sticking with version 29. Thanks so much to the community for helping out so much with this animation. In one day I was able to go from from a wimpy toy bow to a real one. Thanks guys :D







Edited by slym - 26 November 2011 at 11:14pm
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Quote ErekT Replybullet Posted: 27 November 2011 at 6:10am
The character's animation is getting to look very good. It still feels a little weak tho. Two things I notice:

There's no transition frame for the body as he moves back to take aim. This is easily fixed.

There's no real follow through animation after the arrow has been fired. Think about it. He'll put considerable force into pulling that arrow back with his right arm and into keeping the bow steady with his left. It's a strained position and when he lets the arrow fly, the body should reflect that sudden release of energy somehow.

I tried a little edit to illustrate:


Edited by ErekT - 27 November 2011 at 6:11am
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Quote ellie-is Replybullet Posted: 27 November 2011 at 6:33am
ErekT's edit is great. The recoil from shooting the arrow is perfect in there.

Also, you really should add an animation for the time where the string is pulled at it's farthest. If the player can hold it for as long as he wants, then it would make sense for the arm to move slightly, because pulling a bow string requires A LOT of strenght. Even if you're a pro.
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Quote Hapiel Replybullet Posted: 27 November 2011 at 7:40am
You came a long way in one day!
I agree with Erek that there could be pose transition animation if you want, but in his version the body movement at the release moment is perhaps a bit exaggerated.
You decide what you like best, your current final version is fine too!
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Quote slym Replybullet Posted: 27 November 2011 at 8:24am


Is this better? I added the recoil, pulled the bow farther and made him strain a bit, and added an inbetween frame with the legs.

Edited by slym - 27 November 2011 at 8:35am
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Alex Pang
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Quote Alex Pang Replybullet Posted: 27 November 2011 at 8:37am
Much better!
Maybe add more movement on the legs!
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Quote ErekT Replybullet Posted: 27 November 2011 at 8:45am
Looks great :) The shivering hand/string is also a nice touch, but maybe a bit too exaggerated? Like he's really straining to keep his aim there. It's tough to make movements subtle with a sprite this size tho. Maybe you could try some sub-pixel anim for it?
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Quote Hapiel Replybullet Posted: 27 November 2011 at 8:52am
I dislike the hand movement and the movement when he shoots. The going down is better though..
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