Dying animation sequence

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

Suddenly, in every game comes a moment, when due to unforgiving circumstances and zombie skeletons, our hero dies. So let's make a last animation in the course, just to practice more the mazing abilities in Dragon bones and let's make an animation a short one about dying. So we'll go to the animation tab, click the plus double click I name it when it dies Okay. What I want to do is that I want him to fall on his knees and kind of fall again so not totally collapse but like bomb falling on the knees. Bomb falling on his face maybe dropping the sword in between. So we start from this position.

I have a starting position. He gets hit. He goes on his knees. I fix the lag a bit. All right I just gave a keyframe to everything here. Okay, if he's falling, I just bent the knees, but if he's falling, you know what is coming is he is going downwards, big time.

So I pulled the character down by pulling the root bone. When he's falling on his knees, he's dropping his arm also. like touching the ground and I also want To drop his shoulder and he will not drop the sword totally. But he will let it fall to the ground and the head and the wiser is coming down and forward even more. Here let's see what we have so far in two frames. I'm standing He goes down what I can do I like it that is two frames only.

But what I can do is with control select these frame, put it a bit apart and give it two frames extra so I copied the first frame what it gives me is two key frames of standing stalling before going down and this time I just let the sword down. Be like oh my god, I really got heat and I will die. Okay, I can take this even further. Make this a bit slower, let's see. Okay. And in the next ring, when two frames later I want him to fall totally forward.

How that's gonna happen is the legs are staying the same, and the body and the arm. He's rotating. So the buddies coming forward I have to zoom in to see what I'm doing. thrown plug. He's coming forward. OBS live moves the feet as well but it doesn't matter I fix it.

Okay, and they do the same with the back leg don't take it up, rotate these down and put it down here. Not gonna be much visible because it's behind. Same feed the arms back arm. I put it behind. I put it behind the shoulder, front arm, that rotate it in front of the shoulder, so the body will fall in forward. Now what happens that the sword is coming obviously with the hand.

So what I will do is I rotate the sword Perfect. The head is coming forward as well to rotate and it will fall to the ground. Okay made a mistake I put some stuff on keyframe nine. So I put back everything on giffy nine. Yeah because all the tours oh there That one goes back to keyframe nine as well. All right now this the ninth keyframe, I move forward to 11.

Let's see, so the whole body is falling forward. Let's see how it looks with our bones. Something is not right because the body is going earlier. Everything is nice shoulders, everything is nice going together. But the body starts to animate from here but it needs to animate From that everything else is animating. So it is animating from there.

Nice. So it means for us to the ground and going forward. What I still miss obviously, is the cape and the father. There's always problems with these things. No, but really, this will give it some nice movement and clarity. Let's start with the feather again, that's the easiest one.

I bend it forward and we'll move this down a little bit. Nice. I started with the last frame but it doesn't matter. He said I just wanted to go forward. So on top it goes backward. Here, it's fine.

He's going down on his knees. And he is fine too, because this is the same keyframe at zero and four. Let's see. Now just focus on the nice. Okay, what I can also do is make it even more close seems too far away. Okay.

Nice. And now, what he's missing. He's the cape. So let's do the cape. Hopefully Given he's done. This one is almost not visible.

But I can bend it in place. This one goes as well. And it is covering the leg. I just take care of that it's a bit baby. It's falling on the body nicely. This face even showing some of the feet.

Okay. On the K bottom I fix something because it's too much out. This is not in a good position when he's falling down Of course. Nice to be here. The cape bottom should follow. Accident grew it okay now if he's rolling forward the cape is coming up for the bit I see so before it doesn't have to come up very much nice and he is when he starts to go down so this is the same keyframe I said earlier, so I just make an average hanging cape and the same here I could even leave it Like this perfect and now I take this keyframe and I put it here in the first one.

Let's hide the bones what I can do here when he is falling on his face, he's in the draw order, I can make a keyframe which means I can rearrange cuz you didn't know I can do that. I can so and you can too. So I just grabbed the sword put it behind the head, and it is only happening here. So you see it's sitting here still in front. And when I play goes behind the head so the head is more visible. I think that's as good as it goes.

Let's see it in More. Boom, nice. He is falling, he's dying. Very simple, nice movement. So this was the last animation so far I will update the course later and add some new stuff. In the next lesson I want to show you something more because I am a big fan of modular characters.

So using elements as you know from my other courses, I want to show something about that

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