entries for the southern institute of technology bachelor of screen arts program, animation string.
BSA 306 part 8
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Water
My initial design and idea of the water animation ended up looking as I intended, I attempted a more detailed version but it simply didn’t look as good
Illussion
These where additional experiments that did not use reference material but involved practice/ trial and error, however they were inspired by the eldritch / lovecraft mythos
run cycle outlines test 1 with the run cycle i was attempting to get some independent movement from the shirt the fool wears as well as the tassels (which i haven't added yet). this is one of the references i used to see how to implement independent movement into my run cycle as seen in the qipao (type of Chinese dress) chun li wears. finished idle idle done in full colour, also added mask details and fixed some problems with the outlines. the tassels now stand out properly and overall i believe the animation is fluid/active. overshoot test 1 first test of the overshoot technique on a three hit quick combo, i have found that using the technique also involves it being a "held frame" technique aswell, theses techniques work together, giving a visually better impact. one of the animations i used as reference shows a perfect example of what im attempting to do, not to make the limb look stretched ...
idle animation from what i have learnt most animations need to transition from, and back to the idle for consistency so i have started with that. i have also implemented one of the previously mentioned techniques (sort of) ill just call it independent movement since im not sure if it has a actual name and it can be seen in the tassels around the bottom of the fools hood, this makes the animation look more fluid and active, the main reference i used was Ryu's idle from street fighter (example bellow).
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
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