INSANELY Smooth pixel ATTACK Animation Tutorial

Penusbmic
5 Oct 202318:54

TLDRIn this tutorial, pixel artist and animator Pen USB Mike shares his process of redesigning and animating a character for an attack sequence. Starting with a silhouette, he refines the character's stance and features, including a larger sword and a single eye, for a more menacing look. The animation focuses on smooth, weighted movements for two swipes and a lunging attack, with detailed steps on creating keyframes, in-betweens, and VFX to bring the character's dynamic action to life.

Takeaways

  • 🎨 The tutorial is focused on redesigning and reanimating a character in a pixel art style.
  • 🔗 The instructor, Mike, offers full unedited tutorial versions on Patreon and itch.io for a small fee or individually.
  • 🖌️ The process starts with a dark base color to establish a silhouette and toggles on/off the symmetry feature for consistent design.
  • 🗡️ Changes to the character include a bigger sword, a single eye, and a redesigned cloak with attention to pixel detail.
  • 🔄 The animation includes keyframes for a prep pose, a slash, and a lunging attack, aiming for a heavy and smooth sword movement.
  • 🎭 The use of 'onion skinning' is highlighted to visualize the animation process and match the character's movements.
  • 🛡️ The character's stance and sword position are meticulously adjusted for a dynamic and battle-ready appearance.
  • 🌌 The tutorial demonstrates the importance of subtle movements and pixel manipulation to enhance the animation's fluidity.
  • ✨ The addition of VFX, such as electric sparks, adds a dynamic element to the character's attack animation.
  • 🔄 The final steps involve refining the in-between frames to ensure smooth transitions and realistic movement.
  • 🎭 The tutorial concludes with the integration of visual effects to complete the character's attack animation sequence.

Q & A

  • Who is the presenter in the 'INSANELY Smooth pixel ATTACK Animation Tutorial'?

    -The presenter is Pen USB Mike, a pixel artist and animator who has worked on games like 'Doe Keeper', 'Show Gun Showdown', and is currently working on his solo project called 'Bullet Bunny'.

  • What types of versions of the tutorial are available from Pen USB Mike's Patreon and itch.io?

    -Full unedited versions of the tutorials are available from Pen USB Mike's Patreon and itch.io. These versions include more information, show mistakes from start to finish with no editing, and are not condensed.

  • What is the purpose of the tutorial presented by Pen USB Mike?

    -The purpose of the tutorial is to redesign and reanimate a character. It covers the process of redesigning the sprite and creating attack animations, aiming to make the character and animations better.

  • What is the significance of the 'Symmetry' button in the animation process as described by Pen USB Mike?

    -The 'Symmetry' button is used during the animation process to ensure that the character's stance is consistent and symmetrical, which helps in maintaining a balanced and professional look in the animation.

  • What does Pen USB Mike suggest changing in the character's design to improve the stance and weapon?

    -Pen USB Mike suggests making the character's stance better and enlarging the sword. He also considers adding a single eye to the character design for a unique look.

  • What tool does Pen USB Mike use for moving the pixels during the animation?

    -Pen USB Mike uses the 'V tool', which is the move tool, to adjust and move the pixels during the animation process.

  • What feature does Pen USB Mike enable to see the frame below while animating?

    -Pen USB Mike enables the 'onion skin' feature, which allows him to see the frame below the current one, aiding in the animation process by providing a reference for movement and positioning.

  • How does Pen USB Mike approach the design of the character's cloak in the tutorial?

    -Pen USB Mike approaches the design of the cloak by drawing the outline and then refining it, making adjustments such as flipping parts of the cloak and ensuring consistency in the design as it moves with the character's actions.

  • What is the strategy for creating the attack animations as explained by Pen USB Mike?

    -The strategy involves setting up key animation frames for different stages of the attack, such as preparation, the swing, and aftermath. These key frames are then filled in with in-between frames to create a smooth and dynamic animation sequence.

  • How does Pen USB Mike enhance the final animation with visual effects (VFX)?

    -Pen USB Mike enhances the animation by adding a layer for VFX, such as creating an electric samurai effect with squiggly lines and sparks, which adds to the power and impact of the character's attack.

Outlines

00:00

🎨 Character Redesign and Animation Process

Pixel artist and animator Mike introduces his background and announces a tutorial on redesigning and reanimating a character. He mentions his Patreon and itch.io platforms where full, unedited tutorials are available for purchase. The character's redesign involves a dark base color and a focus on silhouette, with adjustments to the stance, sword size, and cloak. Mike emphasizes the importance of symmetry and outlines the key animation frames for the character's attack sequence, including a swipe and lunging motion.

05:01

🤺 Crafting the Attack Animation

Mike delves into the specifics of creating the character's attack animation. He discusses the use of key frames to establish the character's movements, from a preparatory stance to the execution of a heavy slam. Techniques such as the V-tool for movement and onion skin for frame visibility are highlighted. The importance of maintaining consistency in the character's cloak and wire details is underscored, and the process of refining the animation by adjusting pixels and adding subtle movements is described.

10:02

🌌 Adding Depth and Effects to the Animation

The tutorial continues with Mike adding depth to the animation by manipulating the sword and character's movements to create a sense of weight and momentum. He introduces the concept of VFX layers to enhance the visual impact of the attack, experimenting with the sword's trajectory and the character's recoil. Mike also discusses the importance of timing and momentum in creating a realistic and dynamic animation sequence, including the addition of in-between frames to smooth out the transitions.

15:05

💥 Finalizing the Animation with Visual Effects

In the final part of the tutorial, Mike focuses on perfecting the animation by cleaning up stray pixels and refining the character's movements. He adds in-between frames to connect the key poses and ensure smooth animation. The addition of BX (blue sparks) to signify the character's electric samurai theme is demonstrated, with squiggly lines and skipped frames to create a dynamic effect. Mike adjusts the Z-layer to ensure the VFX are properly layered, completing the animation with a sense of power and fluidity.

Mindmap

Keywords

💡Pixel Art

Pixel art is a form of digital art where images are created on the pixel level. It is often used in video games and animations to create a unique, retro aesthetic. In the video, the artist is a pixel artist, meaning they specialize in this form of art, and they are redesigning a character in pixel art style, starting with a dark base color to establish a silhouette.

💡Animation

Animation refers to the process of creating the illusion of motion in a sequence of images. It is a key aspect of the video, as the artist is not only redesigning a character but also creating attack animations for it. The script mentions setting up keyframes for the animation, which is the foundation of the movement.

💡Sprite

A sprite in the context of video games and animation is a two-dimensional graphic that is integrated into a larger scene. The artist is redesigning the sprite of a character, which involves changing its appearance and silhouette to improve the design.

💡Keyframes

Keyframes are the essential moments in an animation sequence that define the start and end of a movement. The script discusses setting up keyframes for different parts of the attack animation, such as the preparation for the attack and the follow-through.

💡Onion Skin

Onion skinning is a feature in animation software that allows you to see multiple frames at once, which helps in creating smooth transitions between keyframes. The artist turns on onion skinning to help with the animation process, as it lets them see the frame below the current one.

💡Z Index

The Z index in animation refers to the vertical stacking order of layers, determining which elements appear in front of or behind others. The script mentions using the Z index to ensure that the sword appears in front of the character during the animation.

💡Symmetry

In the context of digital art and animation, symmetry is a tool that allows for the mirroring of artwork across a central axis. The artist toggles the symmetry button to ensure that the character's stance is consistent and balanced.

💡VFX

VFX stands for visual effects, which are used in animation to enhance the visual appeal and impact of certain scenes or actions. The artist adds a layer for VFX to create the visual representation of the sword slash, adding to the dynamic feel of the attack animation.

💡Inbetweens

Inbetweens are the frames that are created between keyframes to give the illusion of smooth movement. The artist fills in the inbetweens to bring the attack sequence to life, adding subtle movements to the cloak and sword to enhance the animation.

💡Electric Samurai

The term 'Electric Samurai' seems to be a concept for the character's design, possibly implying a fusion of traditional samurai aesthetics with futuristic or electrified elements. The script mentions adding electric effects, which could be a signature feature of the character's attack animation.

Highlights

Introduction to the tutorial by pixel artist and animator Pen USB Mike.

The tutorial covers a redesign and reanimation of a character.

Starting with a dark base color to establish a silhouette.

Use of symmetry and wireframe for initial character design.

Desire for a more dynamic stance and larger sword.

Incorporating a single eye design for character uniqueness.

Setting up key animation frames for the attack sequence.

Use of the 'V' tool and onion skin feature for animation.

Creating a battle-ready stance with the character.

Adding details like the cloak and wire to enhance the character.

Key frame setup for a heavy sword slam animation.

Filling in the in-between frames to smooth out the animation.

Adjusting the timing and momentum for a realistic attack.

Adding VFX for the slash to emphasize the attack's impact.

Finalizing the animation with the character returning to idle.

Adding BX visuals for an electric samurai concept.

Incorporating squiggly lines and sparks for an electric effect.

Final adjustments to the animation's speed and fluidity.