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TIGSource ForumsDeveloperArtWorkshopCombat animation for a tactical RPG - feedback needed
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Sneaky_Seal
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« on: January 27, 2017, 02:03:35 AM »

We're working on a tactical RPG with some card game elements called Ash of Gods.
We have just finished all the battle animations for one of the characters, Rumlin (he is actually our first fully animated character).




Here's one of the animations:




What do you think of this? Is it lifelike?
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Ash of Gods - a turn-based RPG featuring Roguelike storytelling and an extensive online PvP mode!
If you've missed our Kickstarter campaign, you can still support us and get your rewards here.
TEETH
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« Reply #1 on: January 28, 2017, 07:38:55 PM »

In animation, a lot of times you don't want to do just life like stuff. You want each character to have a personality, and it seems like you've done just that. Rumlin's animation looks good to me!
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Sneaky_Seal
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« Reply #2 on: January 31, 2017, 11:03:33 AM »

In animation, a lot of times you don't want to do just life like stuff. You want each character to have a personality, and it seems like you've done just that. Rumlin's animation looks good to me!

Yep, that is what we went for, but we were worried if we didn't go over the top with it - I guess not if you like it.
Thank you for your feedback.
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Ash of Gods - a turn-based RPG featuring Roguelike storytelling and an extensive online PvP mode!
If you've missed our Kickstarter campaign, you can still support us and get your rewards here.
Luno
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« Reply #3 on: February 14, 2017, 01:48:27 PM »

For the stab, I think the return to idle is a bit too long and deliberate; Currently he pulls back for a moment and poses with the knife out before placing it in it sheath and then folding his arms...I think it would benefit from having some of that cut or rolled into one motion.

Another thing you might try to make it more snappy and impactful is  taking some frames out for the stab actually coming out? It looks a little to smooth, slow, realistic for my taste (almost like this has been rotoscoped!) but not super impactful.

I assume you're gong to add more impact animation/particles later; this talk has some great tips to that end:






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Shambrook
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« Reply #4 on: February 16, 2017, 04:37:34 AM »

Ok two things stand out to me.
One he has an extra flourish on the animation facing up/right that is missing on the one facing front/right wich makes the front right seem weaker.

The second thing is he's stabbing 'through' the opponent not actually stabbing into them. You need to in your animation establish an object that he's stabbing so that the knife can stick realistically into a fixed point and then put your follow through into emphasising that hit.
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