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Blaze sprite sheet 
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Joined: Wed Mar 09, 2011 2:49 pm
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How this?

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Thu Dec 27, 2012 4:00 pm
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On frame 7 the feet switch. The right becomes the left and vis-versa.

Smoothness is better but still needs windup.

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Thu Dec 27, 2012 6:41 pm
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[:] wrote:
On frame 7 the feet switch. The right becomes the left and vis-versa.

No they don't, the shading just shifted to show which leg is in front.


Thu Dec 27, 2012 11:35 pm
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Ramsey wrote:
[:] wrote:
On frame 7 the feet switch. The right becomes the left and vis-versa.

No they don't, the shading just shifted to show which leg is in front.

Oh, true, but said shift should happen earlier.
If I looked at frame 6 just by itself, I'd conclude that the light leg is the left one and the dark was the right, which isn't actually the case in the animation.

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Fri Dec 28, 2012 1:37 am
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Did I windup this time? Is it as good as it can be?
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Sat Jan 05, 2013 11:03 am
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luckycrime wrote:
Did I windup this time? Is it as good as it can be?
[ Image ]

[ Image ]


Can you do it so she doesn't slide during the attack?


Sat Jan 05, 2013 5:04 pm
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Hmmmm.... Here it is.

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Sun Jan 06, 2013 10:10 am
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luckycrime wrote:
Hmmmm.... Here it is.

[ Image ]


SOrry, I said it wrong... So the left feet stay at the same spot during the attack? Or it's planned that she moves like this?


Sun Jan 06, 2013 11:51 am
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The next animation. Haven't tested it and I don't like working hard, will have a gif ready tomorrow. How is it so far?

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Tue Jan 08, 2013 2:03 pm
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This is the standard punching animation. The last part of this is a upper cut with cubic tranparant motion blur.....
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Wed Jan 09, 2013 10:31 pm
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This is the finished animation. What do you think?

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Thu Jan 10, 2013 11:04 am
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There isn't enough motion in the first jabs. If I was going to punch someone I wouldn't keep my legs and head still.

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Thu Jan 10, 2013 11:11 am
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So is there anything I should fix before I move on?

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Fri Jan 11, 2013 3:25 pm
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Looks good but her legs seem kinda... Stiff.

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Fri Jan 11, 2013 3:28 pm
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Alright no more BS! Here my real attempt.

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Fri Jan 11, 2013 8:11 pm
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