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21,919 views • 2 years ago •via X (Twitter)

8 Comments

rootbeer2222's profile picture
rootbeer22222 years ago

at what point do you consider an animation "done"? cause near the end it almost seems like nothings changed but I know there's some tweaks in there but theres just so much going on.

John Animates's profile picture
John Animates2 years ago

short answer - whatever the shot-time allocation is. 1. shot get assigned to animator 2. shot has a specific days/hours time assigned to it 3. animator must deliver shot within that timeframe I basically animate until I run the clock out for the shot then I jump onto the next one. I try to get the anim looking as cool/fun as possible within the context of the game while respecting the deadlines for the shots.

RedDeer.Games's profile picture
RedDeer.Games4 years ago

Customise the colours yourself or simply connect the Joy-Cons ! Head to ➡️ for more details about #AAAClock ! #indiedev #indiegame #IndieGameDev #nintendo #OLED #switchOLED

TomCAT Character Art's profile picture
TomCAT Character Art2 years ago

Truly a master!

Egabor8 ART 📸🎨's profile picture
Egabor8 ART 📸🎨2 years ago

Bravo 👏

Bibi Fontana's profile picture
Bibi Fontana2 years ago

I love seeing your process. Thank you for sharing, I figure I don’t save all my playblasts. Do you follow references for this kind of anim?

John Animates's profile picture
John Animates2 years ago

references are always useful no matter what it is you're animating. But often times, the turn around for game animation is such that you have very little to no time to do any proper research on what you're trying to animate. for this animation, I had 1.5 days to make it work so I prolly spent around 30-45 mins watching Jurassic Park and whatever else I could find on YouTube before I started animating anything, just so I can get into that Raptor mindset. between coffee breaks & lunch and watch clips just to keep things fresh in my mind.

Mr Nadeem's profile picture
Mr Nadeem2 years ago

Really you're expert.

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