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5
9 months ago

Hey y'all, how are ya? This is a movement focused animation. In the production of this animation, I have discovered many helpful animation tricks that well be used for now on. Please read the attached article, for these changes will be reflected there.


Greetings! I would like to start out by thanking you for reading this change log. Now, I would like to acknowledge that, while some of my animations have been ok so far, it is almost time to take the next big step in my work. With that comes with it a greater responsibility to ensure quality greater quality control, especially since this next project will also be the official start to game production (along with the release of the offical game's name) So listed below are some changes that are going to be made for the sake of advancement:

  • Clipchamp will no longer be the Frame Assembly Software's backwork. (Backworks are different programs that we use to code our software/hardware).

  • Kirita will double as a Shape Composition (SC) and Frame Assembly (FA) Software.

  • All animations will be animated on 4's (or occasionally 5's) ([Insert number]'s means how many blank frames before you add a new frame).

  • Proportions (limbs) are to move in archs (as needed) and are to be made with more realism.

    (Also note that while some of this might be abvious, I and mabe some other people are in the process of learning, so I left the explanations in to help. And if you have any suggestions, please comment them nicely.)

Thanks again for your time and have a nice day!



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