
Okay, this is what I've been doing since the past December 2007. ^_^;; I've been meaning to do a MUGEN character for the past 5 years, and it wasn't until recently that my animation skills have matured enough for me to be able to do so. x_x All frames are rendered entirely from Flash.
As a MUGEN character, my fursona's attack power are actually quite weak at best. ^_^;; He makes up for this by doing very rapid combo attacks. He also relies on agility a lot.
These are just some of the few selected animations from my animation set. The animations above are in this order:
- Standing idle
- 4 combo punches
- 3 combo kicks
- A 360 kick
- Tailwhip
Someday, I plan to start working on my other characters, too, the first candidate being Suhaida.
As a MUGEN character, my fursona's attack power are actually quite weak at best. ^_^;; He makes up for this by doing very rapid combo attacks. He also relies on agility a lot.
These are just some of the few selected animations from my animation set. The animations above are in this order:
- Standing idle
- 4 combo punches
- 3 combo kicks
- A 360 kick
- Tailwhip
Someday, I plan to start working on my other characters, too, the first candidate being Suhaida.
Category Artwork (Digital) / General Furry Art
Species Unspecified / Any
Size 550 x 163px
File Size 284.6 kB
Allow me to hereby formally say that this is indeed impressive oh Marwan. IT truly is. o.o
Mind you, I have no clue which program you used in order to animate yourself like that, but that.. is still cool.
Though I doubt you'd be so much a MUGEN character as you would be kind of a Tekken like character due to how the animation quality is, or a Melty Blood character. [Look it up. If you download and play it. It might just make sense.]
Then again, with how fluid the motions are, you'd probably fit right in with any SNK game [See King of Fighters]
..still, I'm certain you had an astronomical amount of fun animating the tail whip attack like that. xP
But honestly speaking, damn good job here buddy. Damn good.
Mind you, I have no clue which program you used in order to animate yourself like that, but that.. is still cool.
Though I doubt you'd be so much a MUGEN character as you would be kind of a Tekken like character due to how the animation quality is, or a Melty Blood character. [Look it up. If you download and play it. It might just make sense.]
Then again, with how fluid the motions are, you'd probably fit right in with any SNK game [See King of Fighters]
..still, I'm certain you had an astronomical amount of fun animating the tail whip attack like that. xP
But honestly speaking, damn good job here buddy. Damn good.
Thanks. =) Actually, I used Flash Professional 8 to do the entire animation. His body in the animation actually consists of multiple separate parts (known as "Symbols" in Flash) which I've simply moved around in the to give the appearance of a very smooth animation of his sprite. Not very easy: There are over 50+ layers alone, and symbols frequently jump between layers to show, for example, his right hand reaching towards the left side of his body.
The GIF animation above was generated from Fighter Factory, a freeware MUGEN character editor I've used to turn Marwan into a playable MUGEN character.
His tail, as you may have guessed, is the most difficult part of his body to animate, mostly because it's quite animation-demanding. I've drawn several multiple different positions of his tail alone within each frames of his tail symbol. In the animation above, I constantly had to switch between frames to give the illusion of smooth animation. Sometimes, for more complex animations such as the 360 kick and the tailwhip, I had to redraw his tail manually over and over again directly in the main timeline itself. As you can see, it's not that easy to animate a character as many people think. x_x;;
Even his ears are also quite challenging to animate, too. Like his tail, there are multiple separate drawings of his ears within one ear symbol, each with a slightly different intensity of how they "flop" around his head. This is important because I wanted to show that they are indeed quite floppy, like the ears of a lop-eared rabbit. Secondary motion is a very challenging skill to master, but when done correctly, the result can make any animation appear more natural and realistic.
Regarding his tail again... His tail might make it quite easy to defeat his opponents, but I decided to add a little twist to make it still difficult: First of all, notice that he'd need to first "charge up" for the attack by preparing his tail in position first. This half-a-second delay leaves him exposed and gives his opponent enough time to cancel the attack altogether. Second, for the attack to actually hit, his opponent needs to get hit by the fluffy part of his tail. Attack the opponent too close, and he might miss his target! This actually made more sense if considering the fact that the tip of a weapon like a whip is usually more powerful than its central part.
And yes, I had fun animating his tailwhip attack. XD Once again, thanks for commenting. =)
The GIF animation above was generated from Fighter Factory, a freeware MUGEN character editor I've used to turn Marwan into a playable MUGEN character.
His tail, as you may have guessed, is the most difficult part of his body to animate, mostly because it's quite animation-demanding. I've drawn several multiple different positions of his tail alone within each frames of his tail symbol. In the animation above, I constantly had to switch between frames to give the illusion of smooth animation. Sometimes, for more complex animations such as the 360 kick and the tailwhip, I had to redraw his tail manually over and over again directly in the main timeline itself. As you can see, it's not that easy to animate a character as many people think. x_x;;
Even his ears are also quite challenging to animate, too. Like his tail, there are multiple separate drawings of his ears within one ear symbol, each with a slightly different intensity of how they "flop" around his head. This is important because I wanted to show that they are indeed quite floppy, like the ears of a lop-eared rabbit. Secondary motion is a very challenging skill to master, but when done correctly, the result can make any animation appear more natural and realistic.
Regarding his tail again... His tail might make it quite easy to defeat his opponents, but I decided to add a little twist to make it still difficult: First of all, notice that he'd need to first "charge up" for the attack by preparing his tail in position first. This half-a-second delay leaves him exposed and gives his opponent enough time to cancel the attack altogether. Second, for the attack to actually hit, his opponent needs to get hit by the fluffy part of his tail. Attack the opponent too close, and he might miss his target! This actually made more sense if considering the fact that the tip of a weapon like a whip is usually more powerful than its central part.
And yes, I had fun animating his tailwhip attack. XD Once again, thanks for commenting. =)
one frame a month? beside, I should move my ass and do somting in animations as well. I want to try but busybusy, you know the usual. Job, school, girl, bitching parents and then your faint all tired and wake for another day of the usual.
Ban school, ban jobs and have more free time for doing things I like! *faints, preparing for another day of sleeping* (something like that <.<)
Ban school, ban jobs and have more free time for doing things I like! *faints, preparing for another day of sleeping* (something like that <.<)
Not really. XD Actually, it's just one frame per 5 minutes. I made the animation entirely in Flash Professional 8, anyway. Marwan's body animation consists of several separate parts (known as "symbols" in Flash) which I've simply moved around to create the desired animation. For example, his head alone consists of separate symbols standing for head, eye, nose, mouth, cheekfur, forehead hair, and a single ear symbol which I've obviously duplicated and mirrored to produce two ears (which I've also done occasionally to his eyes, too, during his "side-switching" scenes). Moving the symbols around fluidly can produce quite a good 3D effect if done correctly.
I'm sorry for your current IRL state at the moment. x_x Actually, I seldom get the free times I want, either.
I'm sorry for your current IRL state at the moment. x_x Actually, I seldom get the free times I want, either.
*does know flash well and tries to learn scripting in it a bit better X.x*
But yeah, the fact is.. Girls take my time, specialy those that I can call my love (mated to two girls <///<) all I seem to do is small doodles, as I spam my crap on FA and giving fender a hard time keeping the servers stable by posting and filling up the Hard-drives (and after typing I found it a bit of a stupid joke, sowwie >///<) *Hides*
But yeah, the fact is.. Girls take my time, specialy those that I can call my love (mated to two girls <///<) all I seem to do is small doodles, as I spam my crap on FA and giving fender a hard time keeping the servers stable by posting and filling up the Hard-drives (and after typing I found it a bit of a stupid joke, sowwie >///<) *Hides*
It's looking pretty good for a mugen character... except for two problems I spotted.
1 - the normal attacks really lack range. You'd have to be hugging on the foe to start chipping it's HP away. Maybe if you added a step forward while punching could solve the problem.
2 - the tail whip movement doesn't look too "convincing". It moves more like a overheaed mace swing, showing the mid of your tail striking, not the tip as it should be with a whiplash movement. Dunno if I made myself clear, but...
1 - the normal attacks really lack range. You'd have to be hugging on the foe to start chipping it's HP away. Maybe if you added a step forward while punching could solve the problem.
2 - the tail whip movement doesn't look too "convincing". It moves more like a overheaed mace swing, showing the mid of your tail striking, not the tip as it should be with a whiplash movement. Dunno if I made myself clear, but...
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