A lot of times when I'm constructing combat animations, I have "formulas" for specific kinds of moves. I'll breakdown Juri's Tensenrin* from Street Fighter V to illustrate my approach to "aerials". (long thread) *I'm not the animator for Juripic.twitter.com/mbNKu8pLYE
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This is the "leaving" contact and it's important for a couple of reasons. 1) It is a sort of "breakdown" that I use to illustrate overlaps by "leading" with certain body parts and 2) this is the maximum speed the body will travel "up" and will decelerate to the apex of the aerialpic.twitter.com/BkdgrBcT1a
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This is sort of the whole point to the animation. Also, specific to this animation, is the apex of the move as the body is now changing direction from ascending to descending making "hang time". If there were no FX, this is the pose I would try to hold for a bit to draw your eyepic.twitter.com/sF46poJ93Y
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Making contact with the ground signifies the point at which the body goes from accelerating (due to gravity) to decelerating due to her base (legs, pelvis, core) absorbing her weight gracefully.pic.twitter.com/ASrFQWRzui
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The "bottom of her recovery" is the point at which her base fully absorbed her body weight and is now changing direction to go back to her ready stance or start pose. At this point, input is allowed to "break" out of this animation is fully animated otherwise.pic.twitter.com/7STkapgJKx
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And we're back at the start. Single move combat animations are some of the funnest to animate since they are relatively quick to complete and you can cram a bunch of animation principles in a short amount of time. Hope this was helpful. (go back and peep her wild right arm pose)pic.twitter.com/znl0SXfEAh
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