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Animation Basics - Jumping #pixelart #indiegamedevs #gamedev #animation #aseprite #tutorial

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Let's animate better jumps:
1. Up and down movement: Keep in mind to animate in arcs (animation principle). They are natural and pleasing to the eye.
2. Squash and Stretch: when in motion, squash and stretch the object or the character based on the movement. Depending on the distance between each frame, the object or character can be stretched more.
3. Anticipation: it is only natural to start an action such as jumping by having a preceding action. (e.g. crouching)
The same applies to landing on the ground, as the force of the fall has to be counteracted.
4. Secondary action: while the primary action is the jumping, we can improve the animation by adding secondary action(s). In this case I added particles and the shirt animation.
Bonus: all of the former animation principles apply to a double jump. Stretch the second jump and fall, add an anticipation frame (or more) and end with the ground contact.
1. Up and down movement: Keep in mind to animate in arcs (animation principle). They are natural and pleasing to the eye.
2. Squash and Stretch: when in motion, squash and stretch the object or the character based on the movement. Depending on the distance between each frame, the object or character can be stretched more.
3. Anticipation: it is only natural to start an action such as jumping by having a preceding action. (e.g. crouching)
The same applies to landing on the ground, as the force of the fall has to be counteracted.
4. Secondary action: while the primary action is the jumping, we can improve the animation by adding secondary action(s). In this case I added particles and the shirt animation.
Bonus: all of the former animation principles apply to a double jump. Stretch the second jump and fall, add an anticipation frame (or more) and end with the ground contact.
Animation Basics - Jumping #pixelart #indiegamedevs #gamedev #animation #aseprite #tutorial
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