I haven’t posted any animations here for ages, and that’s probably cos it’s all been work stuff recently. I had an afternoon of downtime last week though, so I started checking out some 2D animations, mainly the ones from King of Fighters XIII. The animations in this game are amazing!
I came across the updated Mai Shiranui attack pose animation, and that one caught my eye for obvious reasons hahahaha! You can probably see why:
In case you’ve never played the King of Fighters series, Mai is pretty much famous for being unnecessarily and unbelievably large-breasted. Anyway, I thought I’d work on my secondary animations by trying to emulate this animation using the Alice rig – a female rig that has controls for boob bouncing (and even butt jiggles – maybe I’ll try using those when I try to animate a hip-hop music video or something). But Alice is like an older female character, and I thought it’d be pretty funny to use her to emulate Mai.
So I spent about 3-4 hours on this, and do you know what I’ve learned? Boob bounces are incredibly difficult to animate! Of those 4 hours, at least 2 were spent trying to get the boobs to look even remotely realistic. I originally applied bouncing ball principles to the boobs, but on further experimentation and some advice from a colleague, I figured their movement arcs were more akin to that of a pendulum.
Anyway, I found it incredibly difficult to get right (and I don’t think I ever did get it right either – it still looks too floaty and slo-moey to me)… and that gives me new-found respect for the animators working on the new Dead or Alive 5 videogame, where the boob bounciness is now determined by specific costumes (ie less bounce with sports bras and corsets).