
The first and foremost thing you need to do correctly when animating something is make sure the gross physics of it look right. This isn't just me saying this - this is the same principle expounded by all the guys at disney, by any of the better anime studios, and by any of the classic books on animation (like the "Animator's Survival Kit"). If the balance of things, and the counteraction of forces is inconsistent, the whole animation will feel stilted and strange. You can bend a lot of rules of natural law - for example, you can have your characters bound 50 feet into the air; but when they do, their bodies still need to recoil and rotate like any human body would from the force and torsion of their jumping. You can change amounts of motion, but in order to change the direction of it entirely, you need to have some sort of visible cause. In this case, the body is moving into a position that would take it out of balance, and then is moving back into balance without any counteracting force; he looks like he is going to fall on his face. It looks bad, and needs to be fixed.
Getting the motion right is far more important than making it cover the correct pixels ingame; however, I think we're raising a false dilemma here. I think you can have the best of both worlds: I think you can have the sprite both balance his body correctly, AND have the weapon pass through the correct game space.
Suggestions:
- Start by making his back foot stay put.
- Use the same blade motion seen in this image:
http://i6.photobucket.com/albums/y203/M ... k_down.gif
- But make the blade bigger, since that guy's holding something that barely qualifies as a knife. The blade should be at least twice as big as that - in fact, we can even go to 3X the size, based on the flavor of the game. Duran, from Secret of Mana 3, had a sword bigger than he was tall, and cloud was quite the same.
- And most importantly, fix the one thing Modanung failed to do - make the body move! If the swordsman lunges forward with his front foot, that sword will pass over the correct game space