Feedback on animation for fighting game

My friend Sorin (profile link) has been making animations for about a week now and immediately started using blender right when he started.

I figured it would take him some time to get up to speed to make some high quality animations for the game, but he honestly shocked me with the quality of his first few animations.

I asked him to create a spin kick animation, using the keyframes from the end of my (bad) uppercut animation I created as the starting frames. Here’s what he cooked up:

First iteration without starting frames setup:
AkemiAnim2

V2: (link for slowing down if needed: https://gyazo.com/d4aaf9b8bfccd97ce3c94548569913a0)
AkemiSpinKick

I told him that it was insane what he was able to do with such little experience animating and that he has some amazing potential. He mostly thought I was just kidding and wanted to hype him, but I genuinely think he has some amazing talent and potential.

What do you guys think?

He doesn’t have a developer forum account so I’ll be showing him this post and making sure he gets one as soon as possible.

(FYI like 5 edits on post cause I’m horrible at embedding gifs)

2 Likes

This animation looks great for a fighting game! Nice job on it!

1 Like

Not bad at all, although there lacks any anticipation for the kick. Like maybe have the leg, that’s kicking, tuck into the body first and then when the player turns around it extends outward.
(I dunno if it already does that considering how the animation is still too fast to see clearly)

1 Like

This animation is looking very good, I’m really impressed, keep up the hard work!

1 Like

You should be able to check the gyazo link and open it up (not in firefox because no support) and slow it down and it should also be in higher fps there, I do know what you mean about the anticipation.

However, I asked him to make the intentionally very quick as it’s a very fast paced fighting game with lots of potential fighting scenarios, so the hit frames are preferably within the first 30-40. That kick is just apart of the simple combo final hit, which sends the player back a bit.

It’s not a realistic boxing game so we don’t want the animations to look too slow and “human speed”, it’s more of a fantasy fighting game!

Thank you for the feedback though of course, we will keep that in mind for future kick animations / movesets :smiley:

1 Like