http://www.fastswf.com/ROdlmAA
Been working on this for a few hours, and it's my first ever fight animation in flash, so cc would be greatly appreciated.
WIP-CC would be appreciated
Started by: Garbear | Replies: 1 | Views: 392
Feb 24, 2015 2:19 AM #1314962
Feb 24, 2015 2:38 AM #1314972
1.) Stop and Go Motion. Yes, sometimes it does look good but with fight scenes where most of the time it needs to transition well with others, it just doesn't. A clear example of the S&G motion you just did when they were in the air. They are suspended in the air for too long and they drop way too fast. Stop then Go, that's how it is.
2.) Unbalanced poses. It's not because of the head but because of their stances. Draw a 90 degree angle and make 60 degrees on both sides. If the figure has more "Weight" on one side, then he is unbalanced.

3.) Head movements. You have to make everything move when doing even the littlest of things. There are exceptions though as animating everything is just impractical but for something that can be seen from the audience clearly, you really need to move the body. An example would be the beginning, when he looks up to see an enemy.
4.) Force is inconsistent. Sometimes it's weak, sometimes it's strong. There's nothing wrong with that but I see no reason why you should. The 2nd guy flew so far from just a simple punch, while the first guy who actually got kicked hard, just floated instead of flying away. Inconsistency.
5.) Tempo. Animation is like crafting a musical piece. If the tempo is constant all throughout, it will be boring. Take a look at your fight scenes. I swear your hits have a constant beat. Like, Bam--Bam--Bam--Bam. It gets repetitive and boring.
Personal Note: Ditch the big heads. I know it's style and hey, even Pluto has it, but he actually makes it look like a decent style. Yours on the other hand, just gives me the impression they have big heads and that's it. Well, you may continue to polish it and improve on it but personally, ditch them.
2.) Unbalanced poses. It's not because of the head but because of their stances. Draw a 90 degree angle and make 60 degrees on both sides. If the figure has more "Weight" on one side, then he is unbalanced.

3.) Head movements. You have to make everything move when doing even the littlest of things. There are exceptions though as animating everything is just impractical but for something that can be seen from the audience clearly, you really need to move the body. An example would be the beginning, when he looks up to see an enemy.
4.) Force is inconsistent. Sometimes it's weak, sometimes it's strong. There's nothing wrong with that but I see no reason why you should. The 2nd guy flew so far from just a simple punch, while the first guy who actually got kicked hard, just floated instead of flying away. Inconsistency.
5.) Tempo. Animation is like crafting a musical piece. If the tempo is constant all throughout, it will be boring. Take a look at your fight scenes. I swear your hits have a constant beat. Like, Bam--Bam--Bam--Bam. It gets repetitive and boring.
Personal Note: Ditch the big heads. I know it's style and hey, even Pluto has it, but he actually makes it look like a decent style. Yours on the other hand, just gives me the impression they have big heads and that's it. Well, you may continue to polish it and improve on it but personally, ditch them.