(01-04-2014, 12:20 AM)onikage Wrote: any better?!
Yes.
Not perfect yet though.
Frame 2 and 3 differ too little compared to how much he has to move to reach frame 1. As all 3 frames always get the same share of time this makes him limp a little.
What you need to watch out for are shapes and colour areas that don't change during the animation.
Most glaring is his right arm/shoulder on frame 2 and 3 and additionally also the side of his torso in frame 3.
Speaking of this one it looks like his waist isn't attached properly to the legs in that last frame - and that also breaks the flow of movement on that single sprite.
You might fix all problems if you make sure the same diagonal line goes through frame 3 the way it goes through frame 1:
Right now you only got that hook on the very right as if his waist got dislodged instead of twisted along with the legs.
(01-04-2014, 10:53 AM)onikage Wrote: also, roling:
and, what can i do, add, remove, change about this?! i really don't like how it turned out esp after i tried animating it ):
You've added a lot of speed lines that don't correlate with the movement he's doing.
Usually the rolling animation on LF2 characters doesn't feature that many speed lines as this isn't really a quick movement (like an attack or feet during running/flipping). If you do want some speed lines though you first need to find the center of your spinning animation and then orient all according to it.
Personally I'd just remove all speed lines of the first one (has the best looking hair) and rotate it by 120° twice to create the other 2 frames. See how that animates.
(01-04-2014, 10:53 AM)onikage Wrote:
as you can see i wanted to give him a kick similar to firen, but with a twist, i really want to hear what you guys have to say about this one.. the way i see it now i think i need to make him crouch more in the last 2 frames?! oh and frame #2 looks terrible i will also have to fix that.
It's a semi jump ground attack? Like Firzens run/super attack?
(wait ... Frozen has this too, just the other way around! clever)
I think you should extend the not kicking leg on the first frame a little towards the ground - similar to Firzens first frame on this.
A crouch on the second to last frame would certainly be good. Last one could stay the way it is as standing up again though.
(01-06-2014, 02:53 PM)onikage Wrote: also, falling to the back:
Looks good. But why do you have his eyes open in the first two frames? Looks very unusual for just getting knocked out.
(01-06-2014, 02:53 PM)onikage Wrote: EDIT: am thinking of making a different fall where he spins his body when falling, like in one of those action/fighting cartoons where one gets hit so hard they spin in the fall, ideas?
Don't do it. You have little control of the falling animation in the data.
I could imagine doing a two frame spin animation on every falling frame angle, but that's not only twice as much work, it also credits any attack to look way too powerful because that 2 frame spinning would be really fast. Think of a shuriken/arrow/baseball/banditjumpattack/... doing that. Not good.
edit: If you are talking about only half a spin, making him land facing the other direction, that'd be fine.
Might look weird in juggling combos though as he will keep turning back upon receiving another hit during/after the turn.