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May 6, 2026·WorkflowVersion control for 2D character projects
Animation files don't merge. Version control practices that work for code break for character pipelines. Here's what actually scales.
May 6, 2026·TutorialHow to import BVH mocap into a 2D pipeline
BVH is the oldest, simplest mocap format — and the most universally supported. Here's how it ends up driving 2D PNG layers.
May 6, 2026·GenreAnimating bosses for a 2D action game
Boss animation is the highest-leverage character work in any action game. The rules from regular character animation don't apply.
May 6, 2026·WorkflowHow to organize PNG layers for rigging
Layer organisation is half the battle. Get the cuts right, the names right, and the order right, and rigging is a five-minute job.
May 6, 2026·WorkflowSolo developer's guide to character animation
Solo dev animation isn't just "do everything yourself" — it's "do nothing twice". The pipeline that makes it sustainable looks different from a team's.
May 6, 2026·ConceptWhat is mocap retargeting and why 2D needs it
Mocap data is recorded against one body. Retargeting is what makes it work on another. For a 2D rig, retargeting is the difference between "drives every clip" and "drives nothing".
May 6, 2026·ComparisonSpine vs DragonBones vs Charios: 2D animation tools in 2026
Three tools, three philosophies, three different sweet spots. Here's how the modern 2D character animation landscape actually sorts out.
May 6, 2026·TutorialHow to make a walk cycle for a 2D game
You can hand-draw a walk cycle (8-12 frames, lots of squinting) or you can use mocap and ship in an afternoon. Both work — here's when to pick which.
May 6, 2026·GenreIdle character animation for incremental games
Incremental games run for hours with the same characters on screen. The idle loop is the entire animation budget. Get it right or watch retention drop.
May 6, 2026·GenreSide-scroller hero animation made simple
Side-scrollers are the friendliest genre for 2D character animation. The view is consistent, the poses are familiar, and the pipeline is well-understood.
May 6, 2026·GenreTop-down character animation: tips and pitfalls
Top-down 2D throws away the camera angle that makes character animation easy to read. The pipeline has to compensate.
May 6, 2026·TutorialHow to make a walk cycle without drawing every frame
Frame-by-frame walks are 12 drawings minimum. Skeletal walks are 0 drawings if you have a rig and a Mixamo clip. The trade-offs are smaller than they look.