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> people that do 3d modeling know that it's not as easy to get the arbitrary distortion effects you can do with frame by frame animation

So who wants to start writing a 3D package designed around making those kinds of things as easy as possible? With a way to easily drop them into a game and fire it off in realtime?

Maybe not you, but maybe someone reading the comments here just found a side project.

The big tactics 2D cartoonists use to stylize motion are squash and stretch, smears, and multiple images. How can these be represented efficiently in data structures? How can you make it easy for a character to leap into the air and turn into a giant eyeball with arms and legs sticking off of it[1]? And how can you make it easy for a non-techie artist to make it happen? This is probably not a quick weekend hack.

Guilty Gear Xrd does a lot of this; can it be done in a game with a lot more characters running around at once?

[1] https://www.google.com/search?q=clampett's+corneal+catastrop...



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