Creating an attack move - Part 1

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

All right, let's have a break from the walk cycle for a bit. If you are so far and you manage to do the worst cycle and doing with cape and the feather on the helmet, I'm very proud of you. This was a hard task. And if you do your own character, and created the meshes and the bowls and everything in the animation, you should be proud about yourself too. Okay, just now to have a bit of relaxation from the work cycle. Let's make an attack animation.

Very simple. We started with the slash, our very first animation you could keep that one delete the keyframes start from zero, because why not? So we call it the slash. And the cape here is not really moving. And we have to redo everything. But it won't be a big task.

Not as big as a walk cycle. But you have to do it because usually your game needs another move Yes. So how to time a slash how to time a movement at movement and attack. Now what is an attack an attack in a game, the attacks are usually fast, it's a fast hit bomb. So the timing has to be accordingly fast. So we have a first key.

Make everything visible. So in the first key, the character is holding the sword. And from there let's say he's holding it down here. And he immediately pulls his hand up to hit. That takes a bit of time, I'd say like two frames or three Make a keyframe here as well. And the sword is coming up, upper arm lower arm.

Then in the next frame the sword has already hitting. And this is a mistake I see in some of the games and some of the animations. They don't think about the timing. So they think if a step is like several frames, then a sward hit is also several frames takes much more time to do two full steps. It was like 16 frame for us in the previous animation in the walk cycles, it takes much more time to do it than hit with a sword or hit with a fist. And it means involved frame time, which is really not much the sword will move from here to here.

But this is not finished yet. Because after that, the sword will move again. hit the target which is about here and move further than the target. Maybe in the previous frame, the arm is not it's better if it's not extended yet. Okay, math here. It's turning and it's fully extended.

And then there is the last frame where the arm is down and the sword is almost hitting the ground and then we make A bit of a distance again and we make a frame where the arm is resting. So the sword is coming back. Maybe he can be even go over the bone. What do I have so far? What I see it has to be closer still. And I turn off the loop.

So I see what is happening. It went up very fast and came out came down even faster. And it has a nice bounce back. Maybe this one I even delete Make the animation even snappier let's see. Yes, but what is happening when we are hitting the whole body is moving, the power of a punch or a slash is coming from the leg Where is standing. So what I want to do is that when he is hitting, he will lean forward to reach the opponent.

So the arm goes up and from here, the body will move forward, the head will move forward, if the head is moving forward, then this one is coming down a bit. And then I go to the fourth frame, and they do it even more like he's bending forward. I move the head a bit forward and this one, I rotate even more. If this is rotated, then the upper arm has to come forward has about he does well. He does well. Let's see.

You see, it's going forward. And then on the last frame, I want to move the head backwards back a bit and lift it up again. Now whenever the head is gone For over like here then the federal view is totally on the hammer and he's on the last frame it will bounce back. Okay, and my favorite part the visor and the hand is going up and the hammer the head is going forward and the visor is going upwards. That's fine. But first divisor needs to be here.

It's medium it's normal. When the hand is going up, divisor is going higher with tiny bit. When it's in the movement, it's going up totally. It is a bit like you are always watching your opponent even when your head is moving, you are watching your opponent and then when the head is Coming back, the visor is coming back as well. But I said the movement is not coming from the upper body even not from the arms, not for the head jerking forward. It is coming from the legs so when this is coming up this leg is preparing to propel and this leg he's coming down so the whole corruptor again comes down a bit but he when he's coming, he's already preparing Hear he is propelling himself very much.

And where he is here already, on the last dance, he's already standing up, he finished the movement, he jumped forward. Now this again like the walk cycle, this happens in one place, like the corrector is not moving forward, but in your game, this would be a forward slide or this is what I would do. Okay, let's see how it looks. Looks very fast. In a small view, it looks very nice. I'm really thinking to make it bend over even more untuck the heading next one was just was the jumping in and you see the hat the visor is moving very nicely.

I can even rotate it a bit more. Okay, nice. So what I will do now I will do the cape when he is standing, the cape is just hanging in the same polls that we had before this one the real cave Bottom cape, I move nice and with the cape I gonna be super easy. I just gonna animate it here and what it will do is that it will bend and in the last frame It will do the same as it did before. And because the buddy move forward I moved the came forward to let's see, it'd be delta bombs. Okay, I'm done in the last frame, I lift the helmet up again.

Okay, it looks great. Let's finish I'll talk more in the next lesson.

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