Tuesday, March 12, 2013

Jump! Jump! Kris Kros ill make ya...

Just did a quick run and jump cycle. I think im going to keep things rough until i get to the programming part so i dont get too ahead of myself. I had to switch gears and figure out how to animate a character jumping but keeping the animation simple enough in case he doesnt go through a full cycle. I watched a couple game playthrough on youtube and realized that a lot of the animations dont go through a full jump animation. There isn't much anticipation or even any frames for the impact which i found pretty weird. When you watch the videos frame by frame, it looks odd. But if you ever played any classic platformer, you never really notice the animation, you just feel it. So i started with a full jump cycle with a few anticipation frames, some mid air overlapping action, and some stretching on the landing. Once i put it beside the run cycle to see what it would look like if this dude were running then jumped, its looked pretty bad. He went from running to pausing, then jumping. I began deleting frames and ended up with this. The first frame of his jump places him in the air with no anticipation. Im still going to play around with it to get something i can call "good animation" but for now i figured out that less is more when dealing with this sort of thing. 

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