Tsugumo’s Chapter 10 teaches idle breathing animations for game sprites. Using Capcom fighting-game examples, it shows how motion amount and timing should match a character’s personality, why small sprites exaggerate one-pixel shifts, and when idle gestures beat subtle chest expansion. A step-by-step walkthrough covers cut-and-paste pixel work, frame delays for inhale/exhale timing, layering torso, legs, and arms, and refining motion with feedback until it looks natural.
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