Character walk cycle in DragonBones - Part 4: final touches

2D Game Character Animation With DragonBones and Inkscape 2D game character animation with DragonBones and Inkscape
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Transcript

This time the cape is more complex more complicated than it was with the feather. So what I will try to hear is not copying and pasting all the time what I did before but animated by heart. So I will animate step by step how I think the cape will look and we will see the rest because I will have the cape top and four bones and the K button and three bones. Oh copying all that will take hours and I want to show you how to make it in the next few minutes. Okay. So let's go into that.

The method is the same. I check where is the highest where is the lowest divisor is helping me. This is the lowest when it will be low. The Kp will go up And here, I might just use the onion skin and turn it on its own for the whole animation. Nice. And I go to the other lowest position which is 10.

And the onionskin is showing me that the highest the cape when before is that one so I can copy totally that one. I can copy the copy that stance of the cape more or less. It doesn't even matter because this is flexible material. textile dress doesn't even matter if it's not totally the same. But one more Okay so now I have these two and where is the highest on frame six and frame 14. Fire behind the bones with Ctrl V i know this is where the corrector is the highest so it will be the same Ctrl V to see the bones again I and now the bones for the cape bottom because I don't see what am I doing here?

All right. Now here on the sixth I do the same. If this is the highest then the cape is doing going the lowest. Actually it can go like this I bend it so it's not under the ground nice and now I do the same here again check me on your screen more or less correct was on frame number six frame number 14 bit more bendy corrected. Anyway and I know do the same For the end, I check how it is in the middle. More or less medium position again, you see somewhat the same like with the fender, there is a neutral medium position.

And I do that for the first and the last frame. This is a bit downer and this is a bit upper. How does it look here? Even more down Okay, more or less this? No, I just go The first frame again. The last I checked my key frames and tweens again here.

If everything is nicely tween the three means, you know the in between parts between the key frames, the animation the computer is making, and it seems everything is alright. Let's see how it goes. It is too much of a bounce. It's following nicely the bounds of the feather, but for me, it's a bit too much. So what can I do? I go to the position where it's almost touching the ground, which is on keyframe.

Six and 14. I turn it back on and then move it up a little bit. Same here And it will be a bit less bounce it will wave but it will be a bit less bouncing. All right, nice wave there. But I also want to do is that when it goes up so when the corrector is shooting upwards, the highest position I wanted to have a bit of a flick here and eat let's see Nice, I like it that it's waving and it's moving as strictly as the corrector is moving. Still too much of a shot here, still up here to do much nice but it has a nice waviness I could work on this form hours more to make it even better.

When it's so complex when something is so complex our cities are with textiles and hair and all the federal on the on the helmet. My idea is to Keep it simple and if you think it's wrong just delete the keyframes for that part and redo it believe your eyes and draw your own keyframes This is what I did here was a different approach and what I did with the feather I just drew it by heart I just drew by how I felt it should wave and should move. Okay and now let's do the cape bottom. A rich is here. Okay, no, I see it. This will be quite easy.

Whatever you do, I just gonna follow with these bones. I make the cape the bones disappear. Not the mesh itself. So I see what I do. What I will do here is simple. I will make The bottom follow the top I don't have to slavish redo all the keyframes as it was before I just follow it and sometimes movie differently.

This will give a bit of randomness to my animation. So not everything will be moving on the same rhythm. There will be some of go the last frame or the first frame to the last place. Okay let's save. And let's see the animation. Almost good.

Do you see the mistake? I see? Yes on some parts. Going over. So this one perfect. And here it's not following because this is the down position of the Vox article and it doesn't go up as much as the cape top.

Nice. Let's see now if I see any more mistakes No. I want you to small as it will in my game like a mobile game this more. It's perfect. I can play more with it. I can To an off the cape I might don't need it great without it but we did I think it's much nicer looking with the cape is just looking more alive.

Okay, that's it. I know mesh editing is very heavy, and the Vasa Volk cycle itself was not easy. But if you manage it, if you do it if you understand it now with the simple figure, because believe me, this is just the simple figure. Then you will be later on with practice, create any figure you want. You can make big characters with a lot of muscles wobbling around creatures with long hair or ninjas with clothes, baggy clothes, whatever you want. Because this is very easy to animate with this program.

Now in the next lesson, we will do a Few more tiny animations and then we wrap all up. If you have any questions so far, please ask

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