Week 10 - Adding Appropriate Timing

     So the animation timing for Skullgirls is very fast, and trying to replicate it through stepping is easy, however switching to three dimensional splining, I realize that that sort of speed for that much motion would go too fast to the point that no detail can really be seen in the upwards kick (at least in my opinion). And so, I've decided to add my own timing, plus a few more keyframes, to a sort of brand new stepped progress.

    I added a mini stumble or a few hops after the upwards kick reaches it's maximum height, and then droops back down while the character eases back into a more comfortable position, then I added holds to when both feet are planted on the ground, and the anticipation into the idle pose. I may or may not be working in 60FPS, so whenever I switch to 60FPS x 1 (I believe), the animation plays a little too fast. So I'll see what I can do with altering the timing a bit better. Knowing that I've already been using animation layers and finalizing things, hopefully it'll be easy to stretch the frames a bit to appropriate timing rather than a fast 0.5~ second animation.

    I didn't get as much done as I'd wanted to, as a place I found to do work alot easier than home ended up being crowded, but I did get a more situated stepped animation done so I guess that's some sort of work. Next week, I'm hoping to put a bit more subtle movement in my keyframes so that no part seems too still and stiff, as well as splining it up so that I can (possibly) get another mini-game animation done. The process will not be hefty, as long as I can find somewhere to get out of my comfort zone, and get into the work zone (preferably being quiet though).




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