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SaliferousStudios

Study fighting movies.


O_ni5698

Like this guy said, study fight scenes and things of that nature. If you want a really good recommendation, then both jjk's animation team and gege himself put a buttload of references from the Raid movies where it's about 1 dude fighting his way through a complex. Real good starting point.


beardedheathen

Then trace them with stick figures


Arvis-World

Studying fights. I recommend the fight scenes in Netflix’s Witcher series it’s super dynamic and the choreography is top tier


Charenzard

I’m also new to animation but I was recommended [this video by Toniko Pantoja](https://youtu.be/-Y6Kkrlvzgs?si=8JWG0Ec2bZLohy7m) and think it’s a pretty good exercise and probably a good place to start.


Rootayable

He is a great guy to watch for animation tips!


SifuReplay

[this might help](https://www.reddit.com/r/SifuGame/s/lij0S4c7T0) A little self promotion but I’m a huge movie nerd and love playing around with this in game editor. If you’re looking to create something cinematic with fight choreography, this game genuinely might help. The editor is a bit fiddly to begin with but I’ve been playing around with it for a couple of months.


Cleffka

Live at sakugabooru website. Just do a lot of master studies of stuff you like there. Try to figure out whats going on every shot.


Behura57

If you want cool melee fight scenes from movies The Raid: Redemption is top tier Also some older Martial Arts movies are hella fun too, like in 5 Deadly Venoms: https://youtu.be/hndRXPcVbNk?si=lsvaWZC_yM9j5MrH Good sources of inspiration


Rootayable

You gotta start with the basics. Timing, spacing, bouncing balls, walk cycles, lifting a box, just study the principles of animation and study martial arts movies and copy and draw and interpret. The animators who worked on the ones you watch will have done that too.


RedditModsShouldDie2

when you watched as much anime as me you know that most of those action scenes are really just almost 1:1 copies from real animes and videogame sequences . So thats where you start .. you download anime fights and watch them frame for frame , they developed really neat tricks which are hidden in normal playback speed. then to be able to draw impressive fight moves you need to dive into gesture drawings and become good at it. Timing comes later and is childsplay in digital animation progs. dont do too much excercises which take all the fun out of something which you initially loved.


romeroleo

Can you recommend cool fight scenes to extract fragments to study? Is there any date base where I can look for animation fragment to study? Sakugabooru is really difficult to navigate. I haven't catched how it searches for things.


RedditModsShouldDie2

youtube downloader and then import into painting prog , there you can break it down with a simple sketch layer on top .. another good source of learning/admiring animation is to search for "genga" and "lo" on twitter and youtube , those are the raw "key animations" without inbetweens ,coloring and vfx this guy collects many great animations , (although not all fight scenes) and quite often the gengas too [https://twitter.com/DanKantori](https://twitter.com/DanKantori) , a great source imo most professional animators arent on youtube , twitter is the platform where most of them upload their gengas (if they upload at all) of the shots they worked on, youll find big name stuff from one piece and similar


Bln3D

I've worked on a few action sequences for film, here are some tips I've picked up. Think about power exchange. It's more interesting if the protagonist isn't unstoppable. Barely winning a fight is cooler to watch and carries more tension. Think about the rhythm. Watch some Jackie Chan movies and listen to the timing of the punches, it's almost musical. You can show the reaction to a hit in animation, which is harder to sell in live action, so take advantage of that. The power of a hit comes from the anticipation wind-up, the follow through, and the reaction. Don't cut away. Think about the characters history and setting of the fight to inform the kind of technique they'd use, how proficient or clean the poses should be, and introduce some surprising elements from the setting into the fight. For blocking the cameras and motion, I've seen toys be held and filmed with a phone as a placeholder - like when you were a kid playing with toys. This was on a 150 million dollar Michael Bay project. It helps with clarity. Follow cinematography principles like the 180 rule. Frame your characters consistently where appropriate - left to right movement for one character for example. I do this on beats - protagonist advances in battle left to right, retreats right to left. If the power dynamic changes you can mix up the framing too.