@@ -72,3 +72,18 @@ To achieve a nearly smooth running animation for a character, you typically want
**8 frames** can provide a simple running cycle, showing the character in different positions as they run.
**12 frames** or more will give a more fluid and detailed animation, capturing more nuances in the running motion.
For even smoother animations, you can use 15 to 24 frames, but keep in mind that this requires more artwork and can increase file size. The key is to balance the number of frames with performance and storage considerations in your game.
## Draw frames for animation in [Pixilart](https://www.pixilart.com/)
**Recommended Actions for Running Animation:**
To depict a running character effectively, consider these key actions for your frames:
**Starting Pose:** The character in a neutral position before starting to run.
**First Step:** One leg forward, arms in motion.
Mid-Stride: The character in the middle of a stride, with arms and legs extended.
**Second Step**: The opposite leg forward, with a different arm position.
**Full Stride:** The character fully extended, representing maximum reach.
**Landing Pose:** Character preparing to land with one leg down.
Recovery Pose: The character regaining balance before the next step.
**Repeat Cycle:** Return to the starting pose.
Using these poses will help create a smooth running cycle. You can also use onion skinning features in Pixilart to see the previous frames as you draw, which can help with consistency between frames.