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Animation Blog

Implementing Animations

After finishing the animation drafts, I handed the frames over to my project partner through a shared drive:

https://drive.google.com/drive/folders/1-f0_yNugbpEnI2qvOpNzLD7ZI40K0OXX?usp=drive_link

Below are some process video updates that were sent back to me during the project.

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Animation Blog

Animating the Characters pt. 2

After implementing the animation drafts and being happy with the responsivenedd in the game as well as feedback from the game design tutors, I moved onto lining and colouring Ashton’s animations. Unlike Star’s sequences, these took much longer to do because there were more frames in each animation, and there were much more sequences to animate. I took the time to tweak mistakes, draw on the clothing and adjust the frame count. I took the time to add follow-through frames particularly on the death animation thorugh the delayed movement of any loose clothing and his hair. Animating took the most time out of all the tasks and even though I expected that, I was still not mentally prepared how overwhelming the process was. I ended up drawing much more animations than I had originally planned because of feedback from the game design tutors and students for more enamy attacks and variations of mechanics I didn’t think about beforehand, which made the task ‘quantity over quality’ for me. I feel as though the quality of my animatons would have been much better had I had other artists in the team to cover other tasks, nonetheless it has been a valuable and eye opening lesson for me as a 2D artist.

Video of all character animations:

https://drive.google.com/file/d/1O84gCNQFeqKiEeteoT5ujaCaR-EoCpAF/view?usp=sharing

Categories
Animation Blog

Animating the Characters

After researching the fundamentals of traditional 2D animation, I began the first drafts of our character animations. I started off with Star’s punch/hit sequence then slowly moved on to longer sequences. I have uploaded these animations here as GIFs – please click the images to view the animation fully.

The punch was fairly simple to animate, I found that having no in-betweens before the intial punch makes the sequence very responsive to player feedback and it recieved positive feedback from my partner’s tutors when they began playtesting.

I followed a similar technique with the rest of Star’s animations, keeping them snappy and not drawn out which was important for both rhythm and fighting games. I didn’t struggle much on Star’s animations because of how little frames I had to draw, and these ended being the animations that were most responsive and effective according to the game design tutors.

After completing the drafts, I proceeded to line and colour each frame. This took a lot of my time. I wanted to shade and add highlights to the animation in the beginning to make it look as good as possible but at this point I felt that the most I could do was get it to a base coloured stage. I was told by my tutor that my vertical slice didn’t need to look finished or even coloured, which made me feel a bit relieved but I was still disappointed that I couldn’t achieve my original vision for how I wanted these animations to look.

When starting Ashton’s animation, I wanted to show the weight of the mace/flail in the animation. I thought this would make it easier for the player to see the attack coming since the heaviness of the weapon would make the attack slower. However, this sequence later looked awkward when implemented into the game and it was actually quite hard to knock back with Star’s punches because my partner found it difficult to code it in time with the beat of the music, so I went back to this sequence multiple times drawing different attack patterns.

At first I just tried to make the animation faster to make it easier to implement into the game, but at this point my partner recieved feedback from playtesters and they kept asking if there was going to be a second enemy attack – something I didn’t expect to have to do. So I decided to scrap this attack animation and make a different one that can chain into a second attack.

I kept some frames from the previous animations but added a second attack chained at the end of the sequence for a two-hit strike.

Unfortunately, none of these attacks made it into the final version of the vertical slice. We ultimately found that it looked too unpredictable and I while I thought it was good enough to work at first, I ended up thinking it looked sloppy during implementation and playtesting.

Because of this, I made a change to Ashton’s weapon and made it a regular mace instead of a flail because the delayed animation of the swinging flail was something I didn’t have time to figure out, and so I went for something that was easier for me to animate. My partner also suggested that I limit each basic sequence to 7 frames so he could time the attacks more accurately and give him more anticipation frames to indicate when Ashton is going to attack, so I decided to add a wind-up to the next attack that would last the same duration as the attack itself.

For this new attack sequence, I split the animation into three parts: the wind up, attack and knock back (if the player successfully hits back). This surprisingly worked well when implemented into the game and felt better than the previous attacks I had drawn.

After this, I proceeded to draw Ashton’s death animation draft, a kick for the second attack and finally a sequence going from idle pose to the new fighting stance.

Just like for Star, I lined and coloured all the completed drafts for implementation. At this stage I took the time to add the clothing, draw out the mace properly and tweak any mistakes. I also added an idle animation for Ashton’s non-fighting stance to possibly use when the characters are in dialogue. I had to adjust the frames for multiple animations to include smear and held frames for emphasis. I also added some follow-through frames through the delayed movement of Ashton’s loose clothing – such as the tie and pant legs. This process took the most time out of any of the tasks I set which I expected, but was not mentally prepared for. However, I believe it was worth it.

I split this new animation sequence into three parts: wind-up, attack and knock back (if the player manages to hit back successfully). This ended up working much better than the previous animations once implemented.

Part 2 here.