Just clinch the pre pose alot, build up tension, don't anticipate the actual flick movement. Go straight to "open" hand in one frame followed by a wobble as force is propagated.
Think of the flick as the hand being forced into a pose with every muscle but the pose can't be..... (to be continued)
there's also some wrist/arm bounce that's going to be implemented in-game that's keeping this kind of in isolation so even perfect it wouldn't look right
i think it needs an extreme frame of the finger straightened out perpendicular to the other fingers after the tension of pushing against the thumb is released and before it straightens back up in line. You could probably get away with an instant frame transition.
I think you'll et a lot more out of favoring the pose right before the flick releases more, and then having the wrist swing back with the weight of the finger. (also, small vfx flourishes can help sell specific location or path of the flick, but can't really sell the motion by themselves)
i think the problem is the middle finger just kinda jumps back to upright so it doesnt really read very well as a flick. having it out for a second would be better.
moment *flick* happens the other fingers flex or wiggle depending on the force of the flick, and normally (my) thumb moves closer to the palm after flicking.
Sound effects are key but you could do a star impact where the finger flicks kinda like super smash bros did.
yeah, this was maybe my third or fourth try at it, a few earlier ones had a static thumb, but I thought I could make it feel a bit more explosive if the thumb also was a bit elastic
it would be cool if the thumb carried on closing a little after the flick happens, as if it was straining to hold the middle finger back and can suddenly move again now the middle finger’s out the way
you could maybe have it bend outward a bit (like down and away from the middle finger) but going out to the side and back to resting position just doesn't seem right.
I feel like when I flick, my thumb doesn't move quite so much until AFTER the flick happens idk if seeing someone else flicking would help but here's me flicking in case it does
Comments
Think of the flick as the hand being forced into a pose with every muscle but the pose can't be..... (to be continued)
Action should start from the top and move down.
Even when they're perfect.
Look at what your hand is actually doing during a flick, the non-flicking fingers are straightening out, even hyper-extending.
The bending of all fingers detracts from the flick and makes it look a bit unnatural.
Sound effects are key but you could do a star impact where the finger flicks kinda like super smash bros did.