Trying to fix Persona's Summoning Animation

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  • Опубликовано: 15 окт 2024

Комментарии • 11

  • @nicholasassaf8441
    @nicholasassaf8441 Год назад +7

    people might be underwhelmed by the summoning bc of the effects, camera positions, and persona size they used.
    EFFECTS) the energy that surrounds the characters in the og was a magical mist that made it appear like the the characters had to draw in the energy to pull their triggers & release their personas. while the new animation portrays this energy circle that appears after they’ve already pulled the trigger.
    CAMERA) the new camera remains very static, not moving, while the og camera would slowly pull in and drift around the action adding to the sense of build up and release. ALSO ANGLES the camera in the og positions itself slightly lower than akihiko to let him appear more dominant and powerful in the frame. the reload uses a push back to empathize the trigger, then quickly cuts to over the enemies shoulder to let the attack animation play.
    PERSONA SIZE/ACTION) Polydeuces feels smaller now probably due to the new persona 5 style of having personas appear behind characters and not above or i front of them. Notice how it almost looks like Polydeuces is actually attacking the enemy in the og, while the new animation restricts him into staying in place. personas having less room to act causes less dynamic animations

    • @nicholasassaf8441
      @nicholasassaf8441 Год назад +1

      the old game just provides a much larger variety in camera moments during battle, opening the space up for different animations to take place. it’s not just the audio or how they animated the actions, it’s how they’re SHOWING the actions to the players & audience

  • @CodyBones004
    @CodyBones004 Год назад +16

    The sound definitely helps, but the less dynamic posing beforehand lends itself to less of a kinetic impact. The eye kinda follows the gun a long distance and it's impact is almost more in the swing than the trigger for his original animation. The new one is just so quick and timid in comparison, like he's covering a cough 🤔 (editing it to be him actually covering a cough would be really funny)

    • @akiradolce
      @akiradolce  Год назад +2

      One thing I noticed is that the PS2 models seem to snap back into place after shooting, where the modern models slowly return to their original position. It sort of reminds me of a boxer taking a punch, so it'd say it's a bit more menacing in that sense.

    • @queueshit5137
      @queueshit5137 Год назад +2

      ​@@akiradolcei dont like how in modern it's not like u choose which skills. then that's when party take the gun and shoot himself. now there is no holstering animation.

    • @akiradolce
      @akiradolce  Год назад +2

      Very true! In animation, we would call the unholstering the anticipation of the movement. Without the anticipation, the action and reaction would be a lot weaker.

    • @mizzix
      @mizzix Год назад

      ​@@queueshit5137it's a sacrifice they had to do to speed up combat

  • @lemnioaz3854
    @lemnioaz3854 10 месяцев назад +4

    People just wants to complain

  • @Oreca2005
    @Oreca2005 Год назад +4

    For real
    But really am I the only one weirded out how akihiko and fuuka face looks weird
    Both on the art sprite and 3D model

    • @marcofischer5978
      @marcofischer5978 Год назад +2

      Akihiko looks good to me, Fuuka's model gives me the feeling that her head would look very asymmetrical without hair

  • @nerium.nerium
    @nerium.nerium Год назад +1

    I think the problem is the animations are too long.