Character walk cycle in DragonBones - Part 2: move your arms!

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

We are done with the legs, but when we are walking, we also move our arms and usually goes, that opposite leg goes with the opposite arm. When the left leg is stepping forward, the left arm is going backwards, and when the left leg is stepping forward, the right arm is going forwards and with reverse. So what we will do now we will build up the upper part of the walk cycle. We do the same keys for the arm. So this is my front arm. Now let's start with that.

When the leg is behind the front arm is here. I don't want him to hold the sword like this. It's more casual stuff. Okay. This is the position for the leg going medium to the bank. Here, this is as far as the leg can go, this is the down position.

So the way it is here this leg is as far as it can go. So this arm will come off far in the front as it will be. You are swinging differently so the leg is totally to the back and our is to the front. I can even overplay to be nice. Now this leg is coming forward, so it's a passing position so it's a passing position for the arms as well. This is coming down is coming down as well.

High position. The rear leg is going backwards a bit so the front arm Calling it this way because this is how I call it here in the scene. The front arm is also coming down. Let's check what I did so far. So now this is coming backwards totally, I don't want to cut the ground with my giant sword. So it will be like this.

And when this leg will be the most forward that's where the arm is back. starts here. Coming to the most forward position coming here. I think I can rotate it a bit more or not like that. I'm in the upper arm. Nice.

They wanted this one to be as real as it can go. He's doing a little slashing movement. Okay, fine. Let's go here. If this was the furthest it's coming back. Again.

Now if you want to make it even more busy and want to see what happened in the previous frame without switching the frames, this is where you can turn on onion skinning, onion skin in animation means it's coming from the old times fanimation when it was handmade onion skin means that you see the different layers of animation of one. And this is an onion skin. This is well turn it on a new layer and I see the previous animations and I see where it is moving and it's making a straight line I see there is a mistake here because something is very not straight. That is a bounce. I will correct it later on. You can use it even when the animation is moving.

Makes it very very dizzy but you can see mistakes straight on and you can set it here How far is the onion layers going? Red is backwards, blue is forwards what is happening forward what is happening backward. You can turn it off now. But if you You can use it if it's helping you. So what is what I need now is here it was going back. So he I'm coming backwards coming to the front, Dr. Nice and again.

Again What I don't like is this frame it has to be the same as that This one. So this is where the arm will go. This more forward. But these data don't want the blade to cover the face. Okay, let's see how it looks. Now just one arm is unlimited.

And I want to make the rear arm is the same thing. I turn off because it's so many things, I turn it off. I don't want to see the front arm and I just want to see the back on. I turned off the back arm, boom previously, okay, turn it back. And now let's see how it is happening. When this leg is behind is to the front.

Then as I said, the back arm has to be to the back and bent a bit okay. This leg is done. This leg is most possibly to the back then this one has to be to the back as well. All right, now they start to switch. So things going back okay. Oh this is going down to contact this will also go down as this one is going backwards And the game passing sometimes it's selecting everything then just stay calm and right click one best thing.

This is coming forward again, and now we just copy the first right? Sure. It has nice arm on the back end on the front. Okay, let's just do a tiny thing now, which I really love and this just for this detail as you saw in the eyeball, it's divisor. So the face Play is moving up and down. And I love that.

And let's see. Let's think about it for a second. Because there is no reference to that. If the character is going down, I want the faceplate to go up if the character is going up, I want the faceplate to go down easier. So not moving, just rotating. Where is the highest point of the corruptor.

This is the highest point of the quarter first. So this is where the faceplate will be the lowest. Nice. Where is the other high point here, so this is again, very true below. Let's see. All right, is low and low is too low.

But maybe I can even make this fun. So if this is the lowest point, this is where the faceplate will go up. And this is the other lowest point. See, and this is where it also goes up. And how do I know that it is here? Simple.

It's in the middle. So on the first play, first frame, and obviously on the last frame, we will be on the middle. Okay, maybe it's too much movement, but I can correct it and make it a bit less low. I can hear creaking and that's great. Great now we have an animation almost full, legs are moving, hands are moving and even the wiser is bouncing because the character is walking. I love that.

What we are missing is still to use the mesh tool what we learned before so in the next lesson, we will move the feather and we will move the cape

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