the arms folded needs his back arm otherwise it loses the width needed to have a good silhouette. it also makes his arms and hands look very small without them.
as for the hammer pose, it may come as a shock to know that that is the "real pose"
taken straight from the rips on tSR. this should be a sign that with this method of cut-out animation, you need to "cheat" where applicable to get better, more dynamic poses.
paper mario, while using all constructed assets, still has line of action and silhouette. this is because both are vital in any kind of character animation, and there's no excuses to not taking it into account. if it's difficult, then you need to work out all the kinks before you get deep into it. at the same time, it's not a good idea to ask for suggestions regarding every little change you make, because honestly if hearing the same thing over and over
isn't what you want, this method is asking for it.
the original TTYD has a lot of subtleties you either didn't take into account or didn't notice that make mario's line of action still work, even though he's entirely segmented. yes, the hammer makes no sense, but it looks nice regardless, and that's the point. it doesn't have to make immediate sense if the silhouette and pose are strong enough, which they are. having that hammer way out along with the way his torso is angled makes the pose, which is a windup for a strong attack, seem strong.
the pose you said "won't fly" because of the position of the hammer has a decent line of action that can easily be improved. the angle of the torso disjoints the line so it can hit the foot comfortably, which should be adjusted so it's one elongated contour. this doesn't seem as strong as the TTYD pose, but it's at least stronger than one of the poses you've settled on.
this pose has a similar line of action to the previous one, however, the shortening of the hammer kills some of the strength the pose has as well as makes the hammer seem less weighty. as for your commentary regarding the pose, take this into account-
this is a very rough sketch of what mario's pose would be on a more anatomically correct body. you can see that the line of action is virtually the same here as it is on mario, and you can see where the strength of the stance lies. he's winding up for a horizontal hammer swing, and a big one to boot- the weight on his foot is in his background leg, not the foreground leg which is on its toes. it's very important to show the windup of the action before executing it- anticipation is key to a powerful animation.
kirby's poses function similarly-
he's a pink ball, yes, but his poses still carry the same dynamism as the human figure beside him. character shape should never and can never get in the way of one's ability to make a dynamic pose, and kirby as well as paper mario are no different.
the arms folded needs his back arm otherwise it loses the width needed to have a good silhouette. it also makes his arms and hands look very small without them.
as for the hammer pose, it may come as a shock to know that that is the "real pose" [url=https://www.spriters-resource.com/fullview/26961/]taken straight from the rips on tSR.[/url] this should be a sign that with this method of cut-out animation, you need to "cheat" where applicable to get better, more dynamic poses.
paper mario, while using all constructed assets, still has line of action and silhouette. this is because both are vital in any kind of character animation, and there's no excuses to not taking it into account. if it's difficult, then you need to work out all the kinks before you get deep into it. at the same time, it's not a good idea to ask for suggestions regarding every little change you make, because honestly if hearing the same thing over and over [i]isn't[/i] what you want, this method is asking for it.
[img]http://i.imgur.com/IPCTUzt.png[/img]
the original TTYD has a lot of subtleties you either didn't take into account or didn't notice that make mario's line of action still work, even though he's entirely segmented. yes, the hammer makes no sense, but it looks nice regardless, and that's the point. it doesn't have to make immediate sense if the silhouette and pose are strong enough, which they are. having that hammer way out along with the way his torso is angled makes the pose, which is a windup for a strong attack, seem strong.
[img]http://i.imgur.com/4P6Wqsk.png[/img]
the pose you said "won't fly" because of the position of the hammer has a decent line of action that can easily be improved. the angle of the torso disjoints the line so it can hit the foot comfortably, which should be adjusted so it's one elongated contour. this doesn't seem as strong as the TTYD pose, but it's at least stronger than one of the poses you've settled on.
[img]http://i.imgur.com/y3KoZ87.png[/img]
this pose has a similar line of action to the previous one, however, the shortening of the hammer kills some of the strength the pose has as well as makes the hammer seem less weighty. as for your commentary regarding the pose, take this into account-
[img]http://i.imgur.com/TuCKFoR.png[/img]
this is a very rough sketch of what mario's pose would be on a more anatomically correct body. you can see that the line of action is virtually the same here as it is on mario, and you can see where the strength of the stance lies. he's winding up for a horizontal hammer swing, and a big one to boot- the weight on his foot is in his background leg, not the foreground leg which is on its toes. it's very important to show the windup of the action before executing it- anticipation is key to a powerful animation.
kirby's poses function similarly-
[img]https://s-media-cache-ak0.pinimg.com/236x/31/e7/10/31e710cc1436d2894c08e704887798b2.jpg[/img]
he's a pink ball, yes, but his poses still carry the same dynamism as the human figure beside him. character shape should never and can never get in the way of one's ability to make a dynamic pose, and kirby as well as paper mario are no different.