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Showing posts from October, 2017

research project 12

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final outcomes  the final outcomes of this research  project is that i feel that i am now capable of creating fighting game character’s with readable and fluid movements and have a general /greater understanding of creating 2d animation. subsequently what i have learnt will also help me in designing  my first game (fighting/ beat-em-up). 

research project 11

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all final animations 

research project 10

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death animation ive added three smears to the death animation to show the force of spinning and stopping/ when the arms are thrown upward from the force of hitting the ground   super attack// beam in my research i have found that in s uper “blast/beam” attacks to be most effective need a build up, opposite force (shown with the dust clouds) and exhaustion as demonstrated in this animation. this is the reference i used , i implemented the techniques i saw in it/ build up, opposite force and exhaustion and some other minor ones  enemy hit + death animation 

research project 9

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rat attack (and effect) card throw  the final version of the card throw animation showing the "multiplication" smear technique and the effectiveness of held frames backwards doge  i have implemented a third kind of smearing in this animation which is the gradient going from colour to transparency at the peak of momentum/ the tip of the heel like a trailing arc. doge forward this is similar to the backwards doge but with the trailing arc and independent movement of the tassels and shirt in the opposite direction. flurry effect   this is another effect that i will put into the special effect category, this effect makes it look like there are more attacks simultaneously occurring with the addition transparent fists during each strike  the reference i used for this effect, i however used a extra transparent fists and its running at a slower speed to make it more readable for my animation. effect smear  for the enemy&

research project 8

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hit death and doge   hit  the hit animation is used whenever the player receives damage, but to insure the player doesnt get caught in a "stun lock" ive kept the frame count low for this animation, also there is the use of independent movement from the tassels and rotating head and pained expression to better show the player is being hit death the death animation occurs when the players health reaches zero, this animation involves allot of the "breaking the body" technique to make the mid air spin look right and to give the effect that the player has gone limp. i will animate the tassels spinning to the improve the readability and fluidity of this animation. this is a example of how using this technique can better an animation doge   to avoid seeing the last two animations the player can doge the attack, this animation also uses the breaking technique to make it readable that the character is pushing off the ground to roll.

research project 7

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final combos   quick/light combo this combo exhibits the techniques of overshooting, held frames, independent movement, follow through and "breaking the body" to give it readability and impact.   slow/heavy combo  this combo shows the techniques of smear frames, held frames, independent movement and follow through to give the impression of fluidity and power. Enemy run cycle   the enemy's, known as ratfolk will only need to transition from their run cycle because they're constantly moving so its the first animation ive done for this character, i will follow up with a slashing attack animation, hit and death animation. card throw special attack  one of the player characters special moves is throwing a playing card as a projectile, this lent itself to incorporate a different style of smear frame where instead of a "colour smudge" there are multiple arms representing a single arms arcing movement in a single frame (but don

research project 6

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over shoot // quick attack combo ive added a extra strike at the end of the combo that takes the overshoot technique to its greatest extent before it looks like the character is actually stretching like Mr Fantastic, also ive added the tassels and animated them in a way that emphasizes the attacks/the independent movement is acting on the opposite force of the attack to give it more "power" smear frames // heavy attack combo at the moment the only attack with a smear frame is the last hit but im thinking of giving all of the strikes one since they all act on a arcing/spinning motion. this is a example of what im going to do with the first two strikes to give the hole combo a fluid spinning motion. independent movement // run cycle colour  the run cycle (ground was added as reference point) now has the tassels and is in colour, the flowing movement from the tassels and shirt give the impression of air passing by the character as they run.