Forum #4: The Five Fundamentals of Game Animation
In terms of “Feel” with game
animation, this has to do mostly with the player’s input on the avatar and how
it reacts to the controls. For example, one of the most famous examples is
SEGA’s Sonic the Hedgehog. At first, he runs slow, then speeds up, before
turning into a ball that rockets through the stage. However, if you try to stop
him, he doesn’t stop on a dime, there’s inertia in his body. He skids on the
ground for a second or two before finally slowing down.
My
first project for Adobe Animate was to create a walk/run cycle for Tom Nook
from the Animal Crossing universe. It wasn’t easy, but since he’s a rather
small, almost roundish character thanks to his gut. However, for this specific
animation, I gave no sign of weight to him, because I wanted him to seem
separate from what we know about him from his origins. My next project being to
animate a punch or an idle cycle, his attack is leaping into the air and doing
an almost double kick. This feeds into his almost super-natural, almost
monk-like abilities, for these animations. We can look at the visual feedback
to define some of his attack animation. He leaps up into the air, throws a kick
but then quickly switches his legs, delivering a supposedly even more powerful
kick to his enemy.
When we
talk about “Fluidity” in-game animation, this has to do with the animation itself.
The job of an animator is to make the object we’re watching move as if it were
real. This is done through slight variations in the total animation to make it
appear as if were real, when in fact they’re just frames moving fast to give
the illusion of movement. From as something as simple as a ball moving down a
slope, to as complicated as a sword-wielding character absolutely going to town
on some enemy. The motions of the sword can’t be simply two frames (at least
with most fighting games), because we kind of lose the magic of the character,
the human parts of it. We want to see the sword pierce through the armor of the
enemy, not just the sudden sword out, sword in, and that be that.
In my
case, Tom Nook’s run cycle for example. I had to learn how to move the body in
such a way that it wasn’t choppy. My first realization was the limbs in each
frame were too far apart, which looked awkward and unrealistic (in terms of
general motion). Instead, I had to move them closer together and tilting them
ever so slightly, which made a big difference. Same deal with his tail, it
can’t be identical to the motion of the body, it should move in opposite
directions on the Y-Axis to show that it's being pulled by the body rather than
it appears to be glued to the back of the avatar.
On the
topic of “Readability” let's talk about the body for a moment. The center of
mass in people is majorly in the gut around the belly button. This helps in
our ability to walk and run, our legs catching ourselves as we fall for a millisecond,
over and over again. The center of mass keeps us from simply falling over with
no ability to catch ourselves (for the most part, body sizes are different for
everyone). We have to mimic this with animation. For Tom Nook, who has a large
gut, I have to keep his body-centered and all his limbs and extra body parts
are all tied to his body.
Another example of readability, in the book, is “posing for the game cameras.” Here, we
have to think again about how a real body works. When we throw a punch, it
isn’t (and shouldn’t) be a simple arm extends out and hits the target. Depending on
how good you are, your entire body moves somewhat to compensate for balance and
power. You may duck a little, you may move to the side, your feet my shift,
anything to give you the edge in the situation. Well once again, this bleeds
into animation, especially fighting games.
In Tom Nook’s attack cycle, he’s
doing a jump kick essentially. But he isn’t just jumping out and extending his
leg. No, instead he jumps upwards and forwards, bends his leg and extends, only
to quickly draw his leg back and use the momentum in the drawback to throw his
other leg forward, almost like a spring, to land an even more powerful attack,
before finally landing. This adds to another sense of realism in the character
and his abilities.
Bibliography:
Cooper,
J. (2019). Game anim: Video game animation explained. Boca Raton, FL: CRC
Press, Taylor & Francis Group.

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