I think you can tween your melee attack motion a little more by scaling the assaulting object smaller during coil (draw the object further back into the background, be alright if partially disappear into the left/right; hold it there for a while). Can reduce the frames/loops for the assault motion (i.e. faster speed) to depict greater impulse. Can image-blur the object to show motion blur in between holding positions.
The dragon seems a little unlifelike; With ships it was fine for the animation to have just several still blocks, but right now the dragon seems a little robotic.
Perhaps if you had a moving animation, like a dragon slithering, it would look better.
2 comments:
I think you can tween your melee attack motion a little more by scaling the assaulting object smaller during coil (draw the object further back into the background, be alright if partially disappear into the left/right; hold it there for a while). Can reduce the frames/loops for the assault motion (i.e. faster speed) to depict greater impulse. Can image-blur the object to show motion blur in between holding positions.
The dragon seems a little unlifelike; With ships it was fine for the animation to have just several still blocks, but right now the dragon seems a little robotic.
Perhaps if you had a moving animation, like a dragon slithering, it would look better.
Just offering my opinion.
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