A dumb animation about that totally balanced sharpness V, knockback II, fire aspect II, sweeping edge III sword with mending you love so much. Enjoy (made in Blender: www.blender.org) Blender is free and open source
I made this to experiment with doing 2D animation on top of 3D. I rendered the animation, then put it in a really old version of flash to animate the effects.
Smash bros: what should we add for his side smash Me: look at this vid Smash bros: ok that looks good Also smash bros: makes the side smash like the vid
so I'm just going to guess that was a knockback VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
There's something off about the weight of the sword... it seems like his arm's flopping is a product of his jello-like arms and not the blade itself. He overall looks very lazy; the sword is made of styrofoam or something. If this was intentional because of how overpowered the sword was, then well done. :)
@@UncleSalad The way the character moves makes the sword appear very light. There are a number of reasons for this: Reason One: 0:02 (after frame 65) As its being swung, the sword magically MATCHES its rotation to the forearm's rotation. This is not physically correct, as there should have been an OPPOSING force combating the rotation of the sword (due to momentum). If the sword had no weight, you could technically pull this off. However, this is not the case. (I originally thought you did this intentionally because an "enchanted sword" could technically pass as weightless. I just shouldn't think about these things too hard. ;)) *tl;dr: The sword should have rotated backwards instead of forward.* (Conveniently, this applies to the 5th Principle of Animation, "Follow-Through") Reason Two: 0:03 (around frame 88) As he initiates his landing, the character effortlessly freezes his left arm and sword in place. At first, one might think that he violates the conservation of energy. However, this isn't entirely true, as the character DOES successfully absorb his landing through the use of his feet (nice detail!). Unfortunately, the character's feet CANNOT absorb the momentum of his arm and sword, simply because they are too heavy and faraway from his feet. We see that the sword and arm freezes in sync with the body. This is confusing, because one might think that the sword and arm were the objects that caused the character to spin around in the first place. They are clearly strong AND have weight to them, which is why it is so jarring to see them come to a sudden stop. *tl;dr: The sword should not **_ease_** towards its destination as if it is being held by the handle. Rather, depict the hand as if it is being weighed by the sword.* Reason Three (the most important reason): 0:00 (20 frames in) The sword is *clenched by the forearm,* resulting in some *absurdly bad rotation.* Believe me, I get this one. Minecraft edicate states that, "Objects must be parented to the forearm when being held." This is an example where that's gone too far. When the character's arm rotates 180°, the sword transforms exponentially alongside the arm. This sets a precedent throughout the rest of the animation saying, "Oh hey look at how easily I wiggle this sword it must be as light as a feather!" The impression perceived from the fast moving sword is that it is lightweight and easy to move. It is very hard to forget this error and the viewer is convinced that the sword has always been that lightweight. In the future, you should try to make the sword's centre travel in an arc. This is hard to do when parenting objects to the forearm (curse you Minecraft edicate), but it is necessary when maintaining believeability in character animation. *tl;dr: Simmer down with the drastic arm rotations. It makes the sword move too quickly, making it look light.* (This is the 7th Principle of Animation and arguably the hardest to achieve with parenting the object to the forearm; especially if the object is large.) Glad you read this far. I thoroughly enjoy your animations and wish for many more to come!
@@UncleSalad Ohh that is a neat way to approach dual wielding; parenting the IKs to the physical sword. (I will make sure to write that one down!) Anyways, I am glad to be of help.
Lmao, what are you even talking about? Real life swords weigh next to nothing. Arming swords or "one handed swords" as what uneducated people might call it, weigh around 1.1 kgs or *lesser* (roughly the weight of a rapier, rapiers aren't light either & lighter than a katana) so logically speaking there is nothing wrong with this animation given that diamonds are actually lighter than steel.