Replying to:GigaSnickerPretty cool, hey also i animate half decent at 20 fps tween
Breathing is easy. Honestly just add tween frame abuse it. Since your doing manual frame by frame animation and not keyframe animation, that really is the only way to do it since it’s such a slow and subtle movement. As for hand to hand, basic movement, punches are typically 1 to 2 frames in length, like always force should apply to the whole body but have the most effect on the point of impact. Missed punches could have a shake to them and should be futher in length with an easy. The shake like a verticle bob is to mimic the muscle tension you get with movements making use of more muscle. You can see this typically when you throw a punch yourself or do any sort of aggressive movement. Also don’t forget anticipation on the recieving end, characters should have a visible reaction to expected punches, this adds complexity to this type of animation.
Merry Christmas , Bullet-Man
Dang so this isn’t a first. @ralph you got a chance to say the exact same thing again.
how tf do you have such an archive of old relevant comments
with you pointing out my magnum opus twice (2nd here http://sticknodes.com/members/toxicanims/activity/761524/#acomment-762102) ofc id somehow still remember & search
Pretty cool, hey also i animate half decent at 20 fps tween on and i suck at breathing and hand to hand, any tips you would have for that style?
Breathing is easy. Honestly just add tween frame abuse it. Since your doing manual frame by frame animation and not keyframe animation, that really is the only way to do it since it’s such a slow and subtle movement. As for hand to hand, basic movement, punches are typically 1 to 2 frames in length, like always force should apply to the whole body but have the most effect on the point of impact. Missed punches could have a shake to them and should be futher in length with an easy. The shake like a verticle bob is to mimic the muscle tension you get with movements making use of more muscle. You can see this typically when you throw a punch yourself or do any sort of aggressive movement. Also don’t forget anticipation on the recieving end, characters should have a visible reaction to expected punches, this adds complexity to this type of animation.
its stuff like this that motivate me to take SN PC seriously
Lmao, so seriously instead of making another joke that it will never come sounds pretty damn good considering the track record on SN PC stuff.
I just want the shackles off cause this stuff aint easy with the limitations. But as far as I can go, I can only hope.
Ooooooooooh.