I plan to create a game action design piece. It will be a three-hit combo animation for a character using a staff/club. At the moment, I am still working on the action design.
About the front view: the lion walks with a cat-like gait. The front paws first turn slightly inward, then outward, creating a motion similar to pulling the hands out. The two feet need to be placed closer together, and the head should gently sway left and right with the steps.
About the mouth: need to keep the mouth shut, or add breathing to it.
Turtle: The diagonal feet move almost simultaneously, with the front feet slightly faster than the hind feet. The head stays mostly still, held up, only turning to look in the desired direction. The tail also remains largely still. The front feet move first; the hind feet barely leave the ground and quickly follow. The lower body stays close to the ground, propped up by the front feet. When swimming, it relies mainly on the front feet for paddling; the hind feet seem to only participate in turning. The larger the turtle, the slower its movements.
Lizard & Crocodile: (this seems to be the main focus) The diagonal feet move almost simultaneously, with little noticeable difference between front and hind feet — though the hind feet might lift just a tiny fraction slower. The body twists with a wide range of motion, forming an S-shape. The tail acts as a huge follow-through. They can stand up and run — it looks hilarious, with their legs swinging in circles. It feels like the wild running seen in cartoons was modeled after lizards. This could probably fill its own page. The smaller the body, the faster the movement.
Crocodile swimming: It mainly propels itself forward with its tail; the limbs stay mostly still, only moving when turning or grabbing onto something.
Crocodile running: It’s actually quite similar to a leopard — a fast forward leap.
Snake: Undulatory movement — they send a wave down their body and move forward.
Pre-structure notes:
Group turtle, lizard, and crocodile together — cover walking, running, and swimming separately
Snake as a separate section — maybe divide into movement and stillness?
Should we add some more cartoonish, animated-style performance or keep it completely realistic?
Creature animation in general
Animal Leg Types
Plantigrade – The whole foot (sole) touches the ground. Examples: humans, bears, rabbits, raccoons, kangaroos, etc.
Digitigrade – Only the toes touch the ground; the heel is lifted. Examples: cats, dogs, birds, dinosaurs, etc.
Unguligrade – Only the tips of the hooves touch the ground. Examples: horses, cows, deer, and other hoofed animals.
Structural Differences Between Herbivores and Carnivores
Body shape
Herbivore: huge rib cage, heavy body
Carnivore: slim, agile body
Spine
Herbivore: rigid
Carnivore: flexible
Main function
Herbivore: store food
Carnivore: hunt
Gait Study
Using the Icelandic horse as an example, demonstrating 5 gaits.
Emphasize observing the spine curve in side view and top view.
The spine curve affects the movement relationship between the chest, hips, and head.
Anatomy Key Points
The structure of the scapula (shoulder blade) and wings is crucial for flight or forelimb movement.
Anatomy study should serve animation performance, not pure medical anatomy.
breathing animation is basicly pose to pose animation, using cycle to create a looping animation, mind the offset between different body parts, also details matter a lot.
Use animation layers to add extra movements to the character.
Results
Dialogue shot blocking
·leave the camera movement while animating
·adjust the camera angle, Frankie is blocking the camera too much
Subtext is what a character really means beneath the words they say. To design strong subtext, animators should first understand the character’s goal: what do they want in this scene, and what is stopping them? The subtext should connect clearly to this objective.
A good subtext is usually a clear feeling or opinion, not something vague. For example, “I’m fine” could really mean “I need you to notice me,” “I don’t trust you,” or “Please leave me alone.” Each choice would create a different facial expression, eye movement, pause, and body language.
Before animating, it helps to define three things: character, situation, and motivation. Once the animator knows what the character is secretly thinking, every small movement becomes more meaningful. Good subtext makes animation feel like real acting, not just lip sync.