Sorry for being late! Had some internet trouble for a bit is all! Hope your smarch is going well! It's been a pretty hectic month!
Not much to report this go around! I've started working on animating the more complex actions the characters can do! Dove has a lot of things she does, like fishing and fishing, and some of these got a lot of transition cycles between them, like landing and changing directions while running. One thing I need to be careful with, animating these, is the precise timing, posing, and hitbox size they use. I've had to reanimate the running cycle because I misjudged the stride it used, meaning the characters ran too slowly. I want the animation and physics to be pretty much married and to have kids, so what Dove's hands and feet are doing are really important!
Besides the obvious stuff like her feet and stride matching how fast she can run (so it looks like her feet are gripping the ground), I want her actions to have a kind of "weight" too. Which usually means adding delays and stops in the right places. ... It's hard to explain! But maybe the best example is landing from a jump.
(taken from some animation roughs/undersketching, so they don't look all that good yet, aha...)
By having Dove come to a total horizontal stop for a split second when she lands, before continuing to run, it makes it feel like she really stuck a landing. That's just an example, but getting hit and knocked over, or throwing an attack, I'd want to have the same kind of feeling. Of course, it's also important to avoid over-animating, having jerk and smearing in the right places is important too. Gah, this is all probably common knowledge stuff, I'm sorry! Just saying it out loud though so I don't forget while working on these! I hope my execution is good enough to actually leverage these kind of things, ahahagulp.
So that's what I'll be doing next month! Well. That and taxes. Taxes. Taxes...