Exactly! When I say timing, I mean how long an action takes. e.g. the movement of ear flops feels too fast, I will add frames to slow them down in other words changing the timing of an action. In this case, when and how fast the sack moves is different than the ears on the sack. e.g. The sack stops the movement but the ears still move for some time until they settle.
@@EsotericSoftware Thank you. Am I correct in guessing that different timings are most prominent in objects that have no force of their own? Like these sack ears, cape, antennae etc as opposed to something like arms?
4:09 when you say 'timing' do you mean you used different duration/number of frames on top of ofsetting?
Exactly! When I say timing, I mean how long an action takes. e.g. the movement of ear flops feels too fast, I will add frames to slow them down in other words changing the timing of an action. In this case, when and how fast the sack moves is different than the ears on the sack. e.g. The sack stops the movement but the ears still move for some time until they settle.
@@EsotericSoftware Thank you. Am I correct in guessing that different timings are most prominent in objects that have no force of their own? Like these sack ears, cape, antennae etc as opposed to something like arms?
@@GarrisonFort Well in this case yes, but it depends on the situation and the style of animation.
Ah!ah i feel less bad about moving spine bones outside their places for a more realistic look! i thought that was frowned upon 😅
Not at all! 2D is all about faking it to look right.