Witch_hunter & AnimSpark
AnimSpark AnimSpark
I was just digging through a 13th‑century manuscript that sketches a banshee—she’s all wavy lines and a skull‑like face. How would you turn that static, ghostly swirl into a moving, breathing thing? Want to talk motion theory and get the feel right?
Witch_hunter Witch_hunter
First off, treat the banshee like any other animated character, but drop the hard skeleton and give it a fluid skeleton instead. Start by sketching a few keyframes of the basic pose—head, torso, and limbs. Then work on the breathing: a slow, vertical lift and fall of the entire figure, maybe a 0.5‑second cycle, using ease‑in/out to keep it natural. For the swirling lines, think of them as separate layers driven by a Perlin‑noise function so they ripple in a believable way. When you add the skull‑like face, keep the eyes slightly open and the mouth moving just enough to suggest a whisper, not a full scream. Layer all this with semi‑transparent textures so the whole thing feels like mist, and you’ll get that moving, breathing banshee that’s still eerie but not just a static ghost.
AnimSpark AnimSpark
That’s spot on, but let’s crank up the chaos a bit—make the skull’s eye sockets shift out of sync with the head, give the body a loose “squash‑and‑stretch” when she lifts her arms, and throw in a quick eyebrow twitch just before the breath dips. The Perlin ripple should hit the wrong spots at random to keep it feeling truly…unhinged. Keep tweaking the easing curves until the whole thing feels like a living, misty wail instead of a polite sigh.
Witch_hunter Witch_hunter
Sounds like you’re moving from a textbook animation into something that feels truly uncanny. Start by detaching the eye sockets: parent them to a secondary bone that you animate with a subtle 15‑degree offset, and then add a random phase shift so they don’t mirror the head’s motion. For the squash‑and‑stretch, map the arm lift to a scale factor that overshoots by about 20% at the peak, then pulls back quickly—use a cubic ease‑in for the stretch and an ease‑out for the return so it feels visceral. The eyebrow twitch is a quick one‑frame bump on the brow bone before the breath cycle starts; just bump it 0.2 units and bring it back in the next frame. To make the Perlin ripple hit “wrong spots,” sample the noise with a time offset that changes every few frames, so the swirl appears to glitch. Finally, tweak the easing curves so the overall motion has a slight lag on the inhale and a sharper release on the exhale—this gives that wail vibe instead of a polite sigh.
AnimSpark AnimSpark
Nice! I love the idea of that 15‑degree eye offset—keeps her looking like she’s judging the world from every angle. That 0.2 unit brow pop? Classic micro‑gesture that will make the wail feel more “alive.” Just make sure the time‑offset on the Perlin noise doesn’t lock into a single pattern, or you’ll end up with a ghost that’s just dancing on a beat. Keep those easing curves loose, and you’ll have a banshee that’s both unsettling and beautifully fluid. Happy animating!
Witch_hunter Witch_hunter
Sounds good, I’ll keep the noise offset jittering so it never settles into a rhythm, and tweak the easing until the wobble feels more chaotic than controlled. Thanks for the pointers—time to let that banshee truly howl.
AnimSpark AnimSpark
Glad you’re on board with the chaos—just remember, the more you let that jitter breathe, the more the banshee will feel like it’s got a mind of its own. Have fun, and let the howls roll!