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sprites I'm doing for fun
#61
She doesn't need the bounce at the end. It's too forceful for the height she's falling from. Honestly, I think the only problem with this is TOO MANY frames. It's too smooth and long for such a sudden movement.
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Ton's most wanted rips: Time Splitters 2 Models (Gamecube, PS2), Radiant Historia Characters (DS), Final Fantasy 4 Models (DS),  Final Fantasy 7 models (Playstation/PC), Bravely Default/Second Models (3DS), Clay Fighter 1/2 fighters (SNES)
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#62
(08-10-2017, 01:58 AM)Midday-Mew Wrote: The head has too much stutter at the end, and the arms realistically would not move to her sides from that starting pose. They'd probably stay forward, I'd think. Not sure, though.

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I made the stutter go two pixels lower is that enough? I also think how the arms move is kinda odd but that's how it goes with super dbz.

(08-10-2017, 09:47 AM)Ton Wrote: She doesn't need the bounce at the end. It's too forceful for the height she's falling from. Honestly, I think the only problem with this is TOO MANY frames. It's too smooth and long for such a sudden movement.

Wait... I've been told to add a stutter but your saying to remove the stutter, well that's pretty confusing for me. The ko's in super dbz are going in slowmotion so that's why my animation is also slow. I'm trying to be as accurate as possible with the original animation as seen here at 13:21


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#63
You don't need much stutter if you use it there. The head does not need to change frames, so just rely on the up and down motion itself.
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