That happens to me very often, except that even in ordinary drawings, I overwork details that will likely not matter in the long run, and only drag my progress in creative thinking.
That happens to me very often, except that even in ordinary drawings, I overwork details that will likely not matter in the long run, and only drag my progress in creative thinking.
I know she probably isn't too happy with how the presentation flowed but honestly the info is solid. My friends and I have played fighters our whole lives and we noticed how much work went into this game's animations and how good they not only look, but feel. Thanks for putting this up and thank you Mariel Cartwright for caring about how your moves feel.
I've never had a crush on animation before. Then I saw Skull Girls and felt the need to pause for every single frame to really appreciate all the effort and expertise that went into it.
@@syrelian I've owned the game for 9 years and I STILL do this and I'm STILL finding new details in frames to this day. It's just so wonderful to look at.
9:23 "You're creating movement, not individual pieces of art" This is something UDON, a bunch of comic book artists, completely ignored when making the new sprites for Super Street Fighter II Turbo HD Remix and why their animation is so choppy, despite having the same number of frames as the animation they are copying.
Not literally body breaking I guess, but Jackie Chan does have inserts and frames that would be physically or temporally impossible to give punches more impact
Filia's original knee fall animation was amazing and beautiful, but I agree. It looks like she was falling because of something like sleepiness. The change made it feel like she got hit really hard by something
4 ปีที่แล้ว +169
Time stamps: Introduction: 0:59 silhouette: 1:50 Anticipation: 2:24 Notes on anticipation: 3:22 Favoring keys: 3:51 Follow through: 4:47 Smears: 5:30 Overshoot: 6:33 Overshoot Example: 7:17 Breaking the body: 7:47 Breaking the body example: 8:15 Remember YOUR ANIMATING!: 9:03 Timing and Gameplay: 9:31 The Skull Girls Process: 9:43 KNOW WHAT YOUR MAKING: 10:58 Use holds effectively 11:30 Using holds effectively example: 11:59 Hitstop 12:42 Transitionning to and from idle: 13:10 Gameplay is King!: 13:58 Putting it together 14:24 Anticipation, smear, mainkey, RETURN: 14:36 Lessons from skull girls 15:04 Fluid vs. Overanimated 15:22 Review: 19:12
17:15 Ironically, this move feels like it has so much punch in game in part because of the absurd windup. Personally, I feel like it's pretty masterfully done despite the high frame count.
i think definitely shaving off frames of jamming her hands into the ground and the throw definitely make it flow better, looks less like slow motion the punch windup looked really good before tho i do agree
I'm plugging away at a 3D fighter, but these principles from the 2D space are still completely valid. Great to hear straight from one of the talents after coming across Skull Girls so many times in my studies of the competitive gaming space
i'm just in awe for the fact that 2D animation hasn't died. It's beautiful and impactful when done right, and she's one of the torch carriers and I appreciate that a lot. I'd like to see way more 2D and pixel art and animation in general. Cuphead for example is just stunning to look at.
this is good, and the advice is largely applicable to any action animation, not just video game. For a lesson in frames economy and smart holds, watch Samurai Shamploo frame by frame
Even though I’m not an animator, I strive to be one day! This was very informational, the points were solid. I love Skullgirls and how they added small details one would miss with a naked eye, overall I could tell they put a lot of effort into this.
back in when i first watched this in 2016 i knew one day this gave me the most useful upper hand if i ever got to go to an animation school/class. in 2019 my highschool would have an animation class/program and i was definitely right this was the best advice i could have as a starting animator.
While she was nervous and not fully prepared, she gave absolutely amazing advice. About what I expected from the lead animator on one of the most beautifully animated games I have ever seen.
great thanks for this video! I can see she was so nervous but it actually did absolute no harm to the unique material she presented to us, just thank you for all the hard work finds and principles you've shared!
Nervous? Excellent talk, very informative and useful! I like that some one can use a slide show and actually speak to the audience. The examples were very clear and well illustrated! :D
So kinda like the "Can't make a cake without breaking a few eggs". But it's breaking bones to animate. That sounds right. I had heard some of these lessons before, from hobby animators talking about old projects and how they would overwork themselves to make something worse. How halfing the frames in their walk animation was the only way to make it look good. But there was a lot more here, and it was all arranged together and with lots of good examples. Even with some of it being familiar, the importance of those lessons had never suck in that hard. And the overshoot thing, that was a total new one for me! This is probably the most important video I will have ever watched on animating. This is the kind of basics I needed! I hate that I never ever got to have a real life animation lesson. I searched for several years for any courses I could do for it back in my education years and there was literally nothing. Hell the art course I settled on had fashion design and photography as part of it! It was unfocused nonsense. I was entirely denied a decent college course by my area... The only thing that's been any good are TH-cam videos. And the occasional big artist description on a submitted art piece. So thank you for posting this here where anyone can find it. The modern internet has change the face of education. We're no longer stuck with whatever trash we have physically around us. We can learn at will! And for free! Thank you to everyone involved in getting these kinds of videos made and uploaded!
The game have through so much obstacles and I'm so glad that the devs haven't given up on it yet, and even added a Season Pass Characters, and also the community that kept supporting it, Skullgirls had more things in it than just being a normal fighting game, the art, the music, and the love and passion for the game, the devs deserves a huge praise
As nervous as she was, she nailed this presentation. This is coming from someone who knows nothing about animation but has an aspiration to do so for the purpose of starting a 2D animated fighting game. I now have a pretty good idea of what a difference these key elements can make, when creating a convincing animation in fighting games thanks to her.
these is the kind of presentation I really like. The speaker clearly knows so much but don't know how to present well, she got caught up with stutter couple times but the sheer volumes of her works and knowledge cannot be stopped and everything still comes through so well. A+
Wow, I watched it from 2014 and was dying to found it again!!! I was SO HAPPY when I finally found it here!!! This video breaks down everything that is really important, I bet it saved lives of many youngers animators! My favorite part is when she talk about the overanimating. :) THank you Mariel Cartwright
Thank you for posting this talk! And thank you Mariel Cartwright for giving it! I'm a masters student currently studying game animation for 3d, but all of this is still very much applicable and I loved the examples with their own animations. The comparisons are very likely something I'll continue to reference myself to help learn and grow. Again, thank you!
Awesome presentation and invaluable information animators everywhere. Time is precious and knowing how to achieve the best possible results in less time can make or break a project. All of this usefully translates to 3D animation as well as many of the same principles still apply. Thanks for sharing!
Really enjoyed the talk, I don’t mind at all if she was nervous, I did talks in the past, it’s nerve wrecking to be on stage. The information is so good, I learned a ton from it.
Still one of the most inspirational videos for me to this day, one of the most important things that pushed me to go to school for animation. Thank you!!
I feel that there is a lot modern movie animators could learn from game animators, as most CG in movies nowadays looks so unrealistic that it''s laughable, where a lot of games today look outstanding.
Hello! I'm Deaf and I am an art student learning animation. Can you please include a proper closed captioning in this video so I can have a fair opportunity to learn from this presentation as much as other non-deaf viewers? :D
Great stuff. As a longtime film animator (and more recently game animator), and a person who's played SG for a few years now, this was a really cool video. Thanks for posting!
As you can tell from my account pic (which I need to change because Christmas is long over) I am EXTREMELY hyped for Indivisible. In a time where so many games and shows' art and animations are rushed and ugly, Tweened in Flash or whatever like a freaking paper puppet, Lab Zero is a shining beacon of passion and dedication. Maybe it's not the cheapest or fastest way to do things, but if you don't get a sense of pride and accomplishment from your work, then what was even the point? They really deserve more recognition.
This is really a great video, it really helps understand the key points of animation for games and how to transmit body language, personalityz and style of the characters to the player
Stunning ! looking forward to make this style of games in the future and this helped me a lot, because i always considered Skullgirls to be so unique and creative in so many ways ! Thanks for Sharing your experience ...
1. I think a lot of the skullgirls animations are perfect like the ones here :) includeing the extra frame ones :) and you could have used those for later animations like cerebellas first boulder punch felt so powerful...you guys are great. 2. your cute mariel 3. your a great animator 4. this is a perfect presentation, I mean it, you got so many things nailed to a t, and it showed when I was playing it from before, cool stuff, keep going.
I used to animate when I was very young but then gave up due to me not being commited enough and therefore sucking, a lot. Saw this vid in my recommendations and this makes me want to start animation again. Thank you to the speaker!
These are so basic, its weird that all recent capcom games (2.5d fighting games) are missing these principles. Arc system does these very well by limiting the inbetweens of animation
I love love love fighting animations and have learned more about just general motion from this one video than I ever did looking through 2D motion tutorials, so hats off to you guys!
She was so worried about her nervousnes, but it actually hardly affected the presentation; she did a great job, this was better than many non-nervous presentations I've seen.
definitely applies to 3D as well. Smears and stuff can be a lot harder to setup in 3d, but they're just as effective, as well as squash and stretch. More than anything though, PRIORITIZING KEYFRAMES with your inbetween focus and timing is essential! If your 3D animation is 12 frames long, even though you are going to automate some of those inbetweens, you'll want far more beginning and end than just middle, or maybe even just mostly end, so make sure you're placing and timing even those automatic tweens responsibly!
"You're creating movement, not individual pieces of art." I need to remember that more often 😅
filia free fall, in the first version her boobs flopped before the fall. In the fixed version it doesnt.
:(
That happens to me very often, except that even in ordinary drawings, I overwork details that will likely not matter in the long run, and only drag my progress in creative thinking.
That happens to me very often, except that even in ordinary drawings, I overwork details that will likely not matter in the long run, and only drag my progress in creative thinking.
Haha they really hammered that in at my college 2D Animation program.
Yup. We've all forget that it's ok to break a model.
What a FANTASTIC explanation. The parts where she just changed one frame and showed the difference, brilliant.
Your name is brilliant, hhhh.
I know she probably isn't too happy with how the presentation flowed but honestly the info is solid. My friends and I have played fighters our whole lives and we noticed how much work went into this game's animations and how good they not only look, but feel.
Thanks for putting this up and thank you Mariel Cartwright for caring about how your moves feel.
Hi. You're Cute.
@@samuelsanguino8422 wtf
Samuel Sanguino i agree with u lowkey 🥰
hey hey hey how about we all get to know each other
@@samuelsanguino8422 no
I've never had a crush on animation before. Then I saw Skull Girls and felt the need to pause for every single frame to really appreciate all the effort and expertise that went into it.
Buy the game, go to training mode, turn on super slomo, enjoy
@@syrelian I've owned the game for 9 years and I STILL do this and I'm STILL finding new details in frames to this day. It's just so wonderful to look at.
"I didn't include Konami"
wise choice
#FucKonami
@weirdalfanatic2788 The Skullgirls team _lived_ through it
Ausdrake Yeah, Lab Zero got REAMED by the business side of game development.
weirdalfanatic2788 who doesn’t ?
Konami games had the best music in the 80s and 90s, though
9:23 "You're creating movement, not individual pieces of art"
This is something UDON, a bunch of comic book artists, completely ignored when making the new sprites for Super Street Fighter II Turbo HD Remix and why their animation is so choppy, despite having the same number of frames as the animation they are copying.
yep that game looks like garbage. every animation is jittery AF and the sprites sometimes don't even line up correctly in between frames.
So true.
God I'm a fan of her since the beginning of Skullgirls, such great talk. Thanks for the upload GDC.
4realz Yo! Gameplay iz Queen.
Thank You Lady Mariel
She has no reason to be nervous! Her work is amazing and I love the advice she’s giving.
it's almost identical to the choreography Jackie Chan uses in his films; overshooting, doubling (longer) impact frames etc. very interesting.
The body breaking too?
Probably not exactly, but as a professional martial artist he probably had some poses that looked impossible that he'd use for good visual effect
+ALAKTORN Jackie Chan is a known perfectionist.
Was thinking the exact same thing
Not literally body breaking I guess, but Jackie Chan does have inserts and frames that would be physically or temporally impossible to give punches more impact
Filia's original knee fall animation was amazing and beautiful, but I agree. It looks like she was falling because of something like sleepiness. The change made it feel like she got hit really hard by something
Time stamps:
Introduction: 0:59
silhouette: 1:50
Anticipation: 2:24
Notes on anticipation: 3:22
Favoring keys: 3:51
Follow through: 4:47
Smears: 5:30
Overshoot: 6:33
Overshoot Example: 7:17
Breaking the body: 7:47
Breaking the body example: 8:15
Remember YOUR ANIMATING!: 9:03
Timing and Gameplay: 9:31
The Skull Girls Process: 9:43
KNOW WHAT YOUR MAKING: 10:58
Use holds effectively 11:30
Using holds effectively example: 11:59
Hitstop 12:42
Transitionning to and from idle: 13:10
Gameplay is King!: 13:58
Putting it together 14:24
Anticipation, smear, mainkey, RETURN: 14:36
Lessons from skull girls 15:04
Fluid vs. Overanimated 15:22
Review: 19:12
where is the boob jiggle?
@Uchechi Godwin-Offor ❤
17:15 Ironically, this move feels like it has so much punch in game in part because of the absurd windup. Personally, I feel like it's pretty masterfully done despite the high frame count.
i think definitely shaving off frames of jamming her hands into the ground and the throw definitely make it flow better, looks less like slow motion
the punch windup looked really good before tho i do agree
@@snitchbug isn't it supposed to be slow motion?
Ryanizer 321
the wind up yeah, but the actual punch being fast makes it look like it hits harder
Nice to see an amazing artist talking about her craft!
18:44 "We animated too much boob jiggle"
busTedOaS NONSENSE there’s NEVER enough boob jiggle!!
@@hortense5321 AMEN!!!~ XD 😂😂😂👌👌👌
NO SHIT YOU ANIMATED TOO MUCH BOOB JIGGLE THOSE MILKERS BOUNCE LIKE THEY'RE BEACH BALLS GETTING SLAMMED AND PASSED AROUND LIKE A BASKETBALL
@Fiolai M If tats makes you feel pain you I assume you dont play fighting games
"Too much boob jiggle" Ahahaha, fantastic
And the fact that it was put there by female animators makes it so much better.
Women with large breasts and physics are problematic. :^)
Never enough jiggle.
I'm plugging away at a 3D fighter, but these principles from the 2D space are still completely valid. Great to hear straight from one of the talents after coming across Skull Girls so many times in my studies of the competitive gaming space
i'm just in awe for the fact that 2D animation hasn't died. It's beautiful and impactful when done right, and she's one of the torch carriers and I appreciate that a lot.
I'd like to see way more 2D and pixel art and animation in general.
Cuphead for example is just stunning to look at.
this is good, and the advice is largely applicable to any action animation, not just video game. For a lesson in frames economy and smart holds, watch Samurai Shamploo frame by frame
That and _Sword of the Stranger_.
Really, just search "Sakuga" in Google and you can see a lot of fantastic pieces to take inspiration from.
Could Gurren Lagann be another example for that? I remember there being a lot of jumping between cool poses for impact in that show.
Even though I’m not an animator, I strive to be one day! This was very informational, the points were solid. I love Skullgirls and how they added small details one would miss with a naked eye, overall I could tell they put a lot of effort into this.
God, I love this woman. I didn't realize she animated my favorite 2d titles.
Gabriel Castejon I thought you put 2d titties.
@@TEAMSTARBLOCKBlueslime Both lol
back in when i first watched this in 2016 i knew one day this gave me the most useful upper hand if i ever got to go to an animation school/class. in 2019 my highschool would have an animation class/program and i was definitely right this was the best advice i could have as a starting animator.
While she was nervous and not fully prepared, she gave absolutely amazing advice. About what I expected from the lead animator on one of the most beautifully animated games I have ever seen.
In my opinion the best looking 2d hand drawn fighting game ever created.
Too bad shes a terrible person
@@gtassa01what happened?
@@RdhBLL still waiting??
10:40 It's okay!! Girl you're doing great!!!💙💙💙💙💙💙💙
great thanks for this video! I can see she was so nervous but it actually did absolute no harm to the unique material she presented to us, just thank you for all the hard work finds and principles you've shared!
Nervous? Excellent talk, very informative and useful! I like that some one can use a slide show and actually speak to the audience. The examples were very clear and well illustrated! :D
So kinda like the "Can't make a cake without breaking a few eggs". But it's breaking bones to animate. That sounds right.
I had heard some of these lessons before, from hobby animators talking about old projects and how they would overwork themselves to make something worse. How halfing the frames in their walk animation was the only way to make it look good. But there was a lot more here, and it was all arranged together and with lots of good examples. Even with some of it being familiar, the importance of those lessons had never suck in that hard. And the overshoot thing, that was a total new one for me! This is probably the most important video I will have ever watched on animating. This is the kind of basics I needed!
I hate that I never ever got to have a real life animation lesson. I searched for several years for any courses I could do for it back in my education years and there was literally nothing. Hell the art course I settled on had fashion design and photography as part of it! It was unfocused nonsense. I was entirely denied a decent college course by my area... The only thing that's been any good are TH-cam videos. And the occasional big artist description on a submitted art piece. So thank you for posting this here where anyone can find it. The modern internet has change the face of education. We're no longer stuck with whatever trash we have physically around us. We can learn at will! And for free!
Thank you to everyone involved in getting these kinds of videos made and uploaded!
She did a great job with this presentation. I have major respect for people who get nervous in public talks but do them willingly anyway.
B O O B J I G G L E A N I M A T I O N
Ah, I see you are a man of culture as well.
Liddle, liddle.
Have no idea how he ignored thst
One proof that zone tan is part of the animation crew
bump~
The game have through so much obstacles and I'm so glad that the devs haven't given up on it yet, and even added a Season Pass Characters, and also the community that kept supporting it, Skullgirls had more things in it than just being a normal fighting game, the art, the music, and the love and passion for the game, the devs deserves a huge praise
As nervous as she was, she nailed this presentation. This is coming from someone who knows nothing about animation but has an aspiration to do so for the purpose of starting a 2D animated fighting game. I now have a pretty good idea of what a difference these key elements can make, when creating a convincing animation in fighting games thanks to her.
these is the kind of presentation I really like. The speaker clearly knows so much but don't know how to present well, she got caught up with stutter couple times but the sheer volumes of her works and knowledge cannot be stopped and everything still comes through so well. A+
Wow, I watched it from 2014 and was dying to found it again!!! I was SO HAPPY when I finally found it here!!! This video breaks down everything that is really important, I bet it saved lives of many youngers animators! My favorite part is when she talk about the overanimating. :) THank you Mariel Cartwright
Thank you for posting this talk! And thank you Mariel Cartwright for giving it! I'm a masters student currently studying game animation for 3d, but all of this is still very much applicable and I loved the examples with their own animations. The comparisons are very likely something I'll continue to reference myself to help learn and grow. Again, thank you!
I know this was a while ago but Kudos to her for powering through her nerves to deliver to true insight. Takes guts and grit, hope she does more.
Thank you! I'm doing some sprite animations for a Doom mod I'm working on, and this is really helping me with melee attacks and monster sprites.
Mariel Cartwright is the least nervous sounding nervous person I have ever heard give a talk. A natural. Should do more talks! Great talk.
YOU'RE THE MASTERMIND BEHIND THESE BEAUTIFUL ANIMATIONS? You're doing gods work, especially on that filia c.Mp
Are any of you 2d animators?
Okay a couple
My heart is dying :(
tbh even having a couple is a lot
Awesome presentation and invaluable information animators everywhere. Time is precious and knowing how to achieve the best possible results in less time can make or break a project. All of this usefully translates to 3D animation as well as many of the same principles still apply. Thanks for sharing!
Really enjoyed the talk, I don’t mind at all if she was nervous, I did talks in the past, it’s nerve wrecking to be on stage. The information is so good, I learned a ton from it.
10:42 aww that was so cute, made the talk even better. The animation of Skullgirls is on a god-tier level
What a fantastic talk! Hits a lot of the main points that talented animators tend to miss when working on game animation. Good job!
Great presentation, love the animation in SG. Gonna keep this around as a reference
I don't know about industry experts, but for a beginner just getting into solo hobby development, Mariel Cartwright's talks are all incredibly useful!
I love the art for Skullgirls! I want to see each movement frame by frame just because it's always so detailed. Anyone know where I can do that?
In-game, head to training mode, and set the game speed to its slowest, then just execute whatever action you want
This girl is a hero. This was informational gold.
Great talk
Great talk from a great animator, thanks so much for this! It's actually helped a whole lot and more beginner animators need to see it.
This is fun to watch! Even I 'm not game creator or animator though. Thank you for sharing.
Still one of the most inspirational videos for me to this day, one of the most important things that pushed me to go to school for animation. Thank you!!
This girl is fantastic, the animation is absolutely stunning for Skullgirls, I wish more games would do 2d in this kind of quality.
I feel that there is a lot modern movie animators could learn from game animators, as most CG in movies nowadays looks so unrealistic that it''s laughable, where a lot of games today look outstanding.
Those game animators are taking basic princilples of animation, which are aapplicable to any type of animation, stop motion, 2d, 3d, you name it.
Don’t know why she was nervous, she did really well. Great talk!
Good job lady :) didn’t seem nervous or anything until you mentioned it!
Im studying animation and we are just going to start learning to animate so this video came in the perfect time, its so good and so clear!
What a good explanation, one single frame can change a lot
i absolutely loved going into slow mode in training mode to see all the detail in the animations and now i get to see this
Hello! I'm Deaf and I am an art student learning animation. Can you please include a proper closed captioning in this video so I can have a fair opportunity to learn from this presentation as much as other non-deaf viewers? :D
+Garai Vorm I still would rather to have the equal access of information, like you.
+HolyGreek Yeah there needs to be small changes every now and then. Punctuation and changing words from 'drug' to 'drag' can make a big difference.
+HolyGreek Interesting! This is the first time I've come across a deaf person learning animation. Are you pursuing animation professionally?
+TehDarkPrince In a way, yes. I am an art student learning animation, so I can become a cartoonist. :D
+kdmytbm I watch a lot of videos at work with the sound muted. I can't stand the auto-generated subs. They are a waste of time usually..
Seriously this is one of the best fighting games ever made. Really dig the animation explanation.
i've noticed for most *good* sprite animation triggers it goes: anticipation/telegraphing>smear+overshoot>followthrough/hitstop>return to idle
Great stuff. As a longtime film animator (and more recently game animator), and a person who's played SG for a few years now, this was a really cool video. Thanks for posting!
I love skullgirls style and animation. good job.
As you can tell from my account pic (which I need to change because Christmas is long over) I am EXTREMELY hyped for Indivisible. In a time where so many games and shows' art and animations are rushed and ugly, Tweened in Flash or whatever like a freaking paper puppet, Lab Zero is a shining beacon of passion and dedication. Maybe it's not the cheapest or fastest way to do things, but if you don't get a sense of pride and accomplishment from your work, then what was even the point? They really deserve more recognition.
She's a superb animator, awesome!
Great stuff. I'm not an animator by trade but I am learning on the job working on our first game. This was really helpful! Great examples. Respect.
This is really a great video, it really helps understand the key points of animation for games and how to transmit body language, personalityz and style of the characters to the player
Stunning ! looking forward to make this style of games in the future and this helped me a lot, because i always considered Skullgirls to be so unique and creative in so many ways ! Thanks for Sharing your experience ...
THIS WAS 5 YEARS AGO?anyways if you ever make any games id definitely play
Great stuff. She's awesome.
I watch this every time I have trouble with extreme motion animation. Thanks so much, for this advice that still holds up
I came to this not knowing much about animation, and this was really interesting to see it be broken down so well!
I love in when a video is interesting, informative and entertaining all at once.
Excellence in animation, each hit feels powerful and every frame is as detailed as the last. Even with restrictions they turn it into a advantage.
As a kid who wants to learn animation, I find this info extremely valuable. Thx lead animator. I learned a LOT
one of the more useful animation talks I have seen!
Really makes me appreciate SG more
1. I think a lot of the skullgirls animations are perfect like the ones here :) includeing the extra frame ones :) and you could have used those for later animations like cerebellas first boulder punch felt so powerful...you guys are great.
2. your cute mariel
3. your a great animator
4. this is a perfect presentation, I mean it, you got so many things nailed to a t, and it showed when I was playing it from before, cool stuff, keep going.
shit, so informational. good job
I used to animate when I was very young but then gave up due to me not being commited enough and therefore sucking, a lot. Saw this vid in my recommendations and this makes me want to start animation again. Thank you to the speaker!
Same!
Just came across this video. Fantastic piece of information for newbies and pros alike.
This is very good, fundamental knowledge for animation wither for games or short films.
Fantastic talk! Show that every frame counts.
These are so basic, its weird that all recent capcom games (2.5d fighting games) are missing these principles. Arc system does these very well by limiting the inbetweens of animation
The comparisons between Cerebella's two supers was really cool.
Such a pro! This game is by far the prettiest I've ever seen. So much love for this game and the peeps that made it!
Interesting information for sure! Most of it is stuff I would not have thought about, but makes perfect sense. Nice presentation.
Awesome.
this was so amazing, so much great information. I love how much she learned by working on it for so long
Fantastic explanation, definitely going to take this info on board for my next project!
I love love love fighting animations and have learned more about just general motion from this one video than I ever did looking through 2D motion tutorials, so hats off to you guys!
Awesome talk. Usefull!
such amazing animation from Skull Girls!
This was awesome. Thanks a ton for your insights.
This is really GOOD for 2D animators and also fighting games
what a fantastic video
I never played skullgirls, never cared about, but this presentation alone makes me wanna play it now.
She was so worried about her nervousnes, but it actually hardly affected the presentation; she did a great job, this was better than many non-nervous presentations I've seen.
I think with the supers it's fine to draw it out, it's a big move and the extra anticipation makes it have more impact at the end.
definitely applies to 3D as well. Smears and stuff can be a lot harder to setup in 3d, but they're just as effective, as well as squash and stretch.
More than anything though, PRIORITIZING KEYFRAMES with your inbetween focus and timing is essential! If your 3D animation is 12 frames long, even though you are going to automate some of those inbetweens, you'll want far more beginning and end than just middle, or maybe even just mostly end, so make sure you're placing and timing even those automatic tweens responsibly!
Amazing talk. She's great!
Some fantastic info in here
That Captain America crouching fierce was everything!