
The mantra to follow is "ease in, ease out" which basically means you want to add frames that are easing in, and then easing out of your 3 keyframes. You don't need to have a ton of frames here to trick your mind into seeing a fluid motion. For this step, I do my best to recreate the in-betweens that I roughed out in the sketch step. It's something that I was always afraid of doing because it seemed like it would take a lot of time, but in actuality it only took about 2 hours for the above example(the entire process took 12h). In-Between Frames: Adding in-between frames really smooths out the animation and adds a lot of life to it. Using references here is again helpful for making sure the detail on the muscles is more or less correct. The gear is done in the same fashion as the Shape step, I start with a color that stands out for each piece and make sure the silhouette reads well before I actually begin to detail onto it. For this animation, I actually ended up recording a video of myself that I referenced on occasion.ĭetail: Once the shape is refined, the detail step is a lot easier to handle, though it still takes the longest amount of time! I begin by first separating out each body part onto its own layer, and doing the same for each piece of gear that I add. If I'm struggling with something, I find it helpful to stand in front of a mirror and recreate the pose that I'm going for. I like to take my time here and really make sure I get the shape of each body part correct. If your silhouette doesn't read well the whole animation is going to suffer. Key-frame Shape: This is probably the most important step. If I'm happy with how everything looks I then move on to refining the shape of the key-frames. Once I have the key-frames sketched out I then duplicate the layers, make small changes to each and I end up with a very rough version containing some in-between frames. I begin first by doing 3 key-frames for the starting position, anticipation and follow-through. Rough Sketch: The first part of my workflow is to just do a really rough sketch of the animation that I have in mind.

It's not super in-depth, but I hope it will still be helpful to some of you who are interested in pixel art or animation. Today I would like to share my workflow for animating every character in the game. If you're interested in dark tactical RPGs, we would appreciate you checking it out! Hey everyone! We've got about 1.5 weeks to go in our Kickstarter campaign, and we're nearly 90% funded. You can Wishlist the game on Steam and sign up to our newsletter on our website.

We are still developing the game and targeting a Q1 2022 release. The Iron Oath was successfully Kickstarted in 2017. Choices bear consequences, and they can have a minor or major influence on your characters, your company and the world itself.

