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Done for
beastsfurystudio Fighting game "Beasts Fury".
This was a good point i thought to share with you some of the character I was contracted to animate, Don's, animations. Featured here are just a few of his 'system' animations, which are animations that don't involve movement or attacks.
Enjoy and please check out the Beasts Fury page, it's an amazing project!
Animations in order:
Intro
Light Block
Medium Block
Heavy Block
Light hit
Medium Hit
Heavy Hit
Low Hit
Crouch
Crouch Block
Crouch Light Hit
Crouch Medium Hit
Crouch Heavy Hit
Get up
Sweep hit
Crumple hit
Jump
Jump-hit recovery
Launch
Launch into Wall Bounce
Win

This was a good point i thought to share with you some of the character I was contracted to animate, Don's, animations. Featured here are just a few of his 'system' animations, which are animations that don't involve movement or attacks.
Enjoy and please check out the Beasts Fury page, it's an amazing project!
Animations in order:
Intro
Light Block
Medium Block
Heavy Block
Light hit
Medium Hit
Heavy Hit
Low Hit
Crouch
Crouch Block
Crouch Light Hit
Crouch Medium Hit
Crouch Heavy Hit
Get up
Sweep hit
Crumple hit
Jump
Jump-hit recovery
Launch
Launch into Wall Bounce
Win
Category Flash / Doodle
Species Shark
Size 1600 x 1400px
File Size 3.5 MB
Listed in Folders
Don't think that I've always been able to draw or animate to the technical level that I do today, nor that there aren't artists far superior in ability to myself. But that's the point, and why it should invigorate you to draw more when you find artists that would otherwise intimidate you. Always remember that life is a journey not a destination, and that seeing another horizon gives you that much more to explore. If we were all amazing artists from the get-go then doing art would be stagnant, because there wouldn't be anything left to explore, to learn from.
I've learned to be overjoyed when one of my peers, elders or even those younger than me expand the artistic horizon just that much more. It gives me more to learn, more to do while I'm still alive.
Besides you art isn't half bad yerself.
I've learned to be overjoyed when one of my peers, elders or even those younger than me expand the artistic horizon just that much more. It gives me more to learn, more to do while I'm still alive.
Besides you art isn't half bad yerself.
Thank you very much for the kind words. :)
On average I can turn out a scene in a day or so, depending on it's complexity and length of course. The light block animation was done in about an hour, while the win and intro animations each took me a couple of days to complete.
On average I can turn out a scene in a day or so, depending on it's complexity and length of course. The light block animation was done in about an hour, while the win and intro animations each took me a couple of days to complete.
That's hard to say. 2D video game animation tends to be animated at 30fps (frames per second), most of these are on 1's and 2's, meaning that there is about 1 drawing for ever 1 or 2 frames of animation. There is a total of 38, give or take, separate animations in this file alone and about 20-21 seconds of animation.
In summary that's 30*21 if the entire animation is on 1's and 15*21 if the entire animation is on 2's. So on average there should be around 400-600 drawings and 630 frames in this file, minus any reused frames such as the Idle pose.
Hope that helps. :)
In summary that's 30*21 if the entire animation is on 1's and 15*21 if the entire animation is on 2's. So on average there should be around 400-600 drawings and 630 frames in this file, minus any reused frames such as the Idle pose.
Hope that helps. :)
This is too excellent for words! I used to follow all sorts of inspiring animators back in my university days, but I haven't taken the time to really get excited about animation for quite some time now. I was originally brought on at my job to do all kinds of complex and fun 3D character animations, which was quite fulfilling, but these days I'm relegated to simpler work until we gear up for more of the fun stuff. Animations like these breathe some of that old familiar spark back into me when I watch them and help me feel a little less frustrated about my line of work. After all, it's not Animation's fault I'll probably never find stable full-time work outside of big, smoggy cities like the one I live in now. I like to think if I ever did find a way to move back to the fresh air of the countryside, I'd be able to take more time to appreciate inspiring artwork like your own and animate for the sake of animating again. :)
Also, Don here reminds me of somewhat of these two characters from Phantom Brave, smashed together and marinated in badass.
http://www.crimson-penguin.com/phan.....2-005-0000.png
http://www.crimson-penguin.com/phan.....2-010-0000.png
I'll certainly be checking out the Beasts Fury project!
Also, Don here reminds me of somewhat of these two characters from Phantom Brave, smashed together and marinated in badass.
http://www.crimson-penguin.com/phan.....2-005-0000.png
http://www.crimson-penguin.com/phan.....2-010-0000.png
I'll certainly be checking out the Beasts Fury project!
Aw, looks like the links don't work. Well, "Cauldron" and "Hogg" from this page~: http://www.crimson-penguin.com/phantom_brave.php
First of all, I now have a FAVORITE fighter for the game when it launches <3.
You did a wonderful and amazing job with the animation here. I like your concept of using Hammer heads as help to the Great White. From taking his coat to polishing his shoe and getting his new smoke. Utterly gorgeous animation work.
How long did it take you to do all of these animated sprites? I love the one where he coughs a little smoke when he falls back from a blow.
will you be working on his attack moves as well?
You did a wonderful and amazing job with the animation here. I like your concept of using Hammer heads as help to the Great White. From taking his coat to polishing his shoe and getting his new smoke. Utterly gorgeous animation work.
How long did it take you to do all of these animated sprites? I love the one where he coughs a little smoke when he falls back from a blow.
will you be working on his attack moves as well?
Thank you for the kind comments. :)
I don't remember when I hopped onto the project exactly, but it's been a few months to produce this many animations. Thank you on the smoke, it was a fun idea I wanted to try to emphasize when he was getting the wind knocked out of him. :)
I will be doing the attacks yes and animation is already underway on those. :)
I don't remember when I hopped onto the project exactly, but it's been a few months to produce this many animations. Thank you on the smoke, it was a fun idea I wanted to try to emphasize when he was getting the wind knocked out of him. :)
I will be doing the attacks yes and animation is already underway on those. :)
I love the movement here. The shark is mesmerizing, great personality throughout. You nailed it.
I've done a few animation jobs like this--sequence animation for 2D games-- it's a ton of fun. And seeing them actually in game play... omg. it's the best feeling in the world!
I've done a few animation jobs like this--sequence animation for 2D games-- it's a ton of fun. And seeing them actually in game play... omg. it's the best feeling in the world!
I NEED to ask this. Were you to ever take on such a task again, how much would one expect (ballpark ofcourse) to pay for such a commission? (this isnt just hypothetical heh Im quite serious)
Also VERY awesome animation style, fluid, sharp. Reminds me a lot of my favorite fighter Dudley from street fighter.
Also VERY awesome animation style, fluid, sharp. Reminds me a lot of my favorite fighter Dudley from street fighter.
Animators tend to charge by the foot of film, it's an old measuring style but on average a foot of film equals about one hour of animating rough.
1 foot of film = 16 frames of animation. Most animation runs at 24 frames per second (games run at 30 but we'll stick to 24 for now).
So to calculate an hourly rate, simply take the length of your piece, lets say 3 seconds, multiply by 24 frames, then divide by 16 to find the feet of film required.
Example: 3seconds *24 = 72 frames, divide by 16 = 4.5 feet of film. Feet of film = 1 hour of work.
I tend to charge 35 dollars an hour of work, so for 3 seconds you are looking at roughly 160 dollars give or take time needed for revisions.
An animation like this comes to about a minute of animation, and so you can imagine the price escalates drastically.
If you are serious about contracting me for work, please send me a personal message and include the length of the animation you are looking to have done, I will then get you a bid accordingly. I hope this helps!
-LordDirk- :)
1 foot of film = 16 frames of animation. Most animation runs at 24 frames per second (games run at 30 but we'll stick to 24 for now).
So to calculate an hourly rate, simply take the length of your piece, lets say 3 seconds, multiply by 24 frames, then divide by 16 to find the feet of film required.
Example: 3seconds *24 = 72 frames, divide by 16 = 4.5 feet of film. Feet of film = 1 hour of work.
I tend to charge 35 dollars an hour of work, so for 3 seconds you are looking at roughly 160 dollars give or take time needed for revisions.
An animation like this comes to about a minute of animation, and so you can imagine the price escalates drastically.
If you are serious about contracting me for work, please send me a personal message and include the length of the animation you are looking to have done, I will then get you a bid accordingly. I hope this helps!
-LordDirk- :)
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