Get bopped

Bopped: the head snapped back and the eyes shut a moment, thrown back half a step with the arms out, then standing up again.

Use it in a cartoonChange it in the move makerThe pack file (JSON)

What it is for

What a character does when a bop lands in a play-fight game, and a cartoon's "ouch" moment.

The principle it shows: action and reaction

Action and reaction. The head goes back first and furthest, the body follows half a step, the arms fling out a little; then everything comes back to standing, the head last. The face is surprised for the moment of it.

The program, line by line

when it starts
  at the same time:
    โ€” 1:
      glide right forearm 0 over 0 s
      glide right forearm 35 over 0.15 s (out)
      glide right forearm 0 over 0.45 s
    โ€” 2:
      glide left forearm 0 over 0 s
      glide left forearm 35 over 0.15 s (out)
      glide left forearm 0 over 0.45 s
    โ€” 3:
      glide torso 0 over 0 s
      glide torso -12 over 0.15 s (out)
      glide torso 0 over 0.45 s
    โ€” 4:
      glide right shin 0 over 0 s
      glide right shin 12 over 0.15 s (out)
      glide right shin 0 over 0.45 s
    โ€” 5:
      glide left shin 0 over 0 s
      glide left shin 10 over 0.15 s (out)
      glide left shin 0 over 0.45 s
    โ€” 6:
      glide right arm 0, part:arm:1~out 0, part:arm:1~twist 0 over 0 s
      glide right arm 25, part:arm:1~out 40, part:arm:1~twist 0 over 0.15 s (out)
      glide right arm 0, part:arm:1~out 0, part:arm:1~twist 0 over 0.45 s
    โ€” 7:
      glide left arm 0, part:arm:-1~out 0, part:arm:-1~twist 0 over 0 s
      glide left arm 25, part:arm:-1~out 40, part:arm:-1~twist 0 over 0.15 s (out)
      glide left arm 0, part:arm:-1~out 0, part:arm:-1~twist 0 over 0.45 s
    โ€” 8:
      glide torso segment 1 0, part:torso#1~twist 0 over 0 s
      glide torso segment 1 -6, part:torso#1~twist 6 over 0.15 s (out)
      glide torso segment 1 0, part:torso#1~twist 0 over 0.45 s
    โ€” 9:
      glide head 0, part:head~twist 0 over 0 s
      glide head -16, part:head~twist -8 over 0.15 s (out)
      glide head -10, part:head~twist -4 over 0.15 s
      glide head 0, part:head~twist 0 over 0.3 s
    โ€” 10:
      glide right leg 0, part:leg:1~out 0 over 0 s
      glide right leg 8, part:leg:1~out 0 over 0.15 s (out)
      glide right leg 0, part:leg:1~out 0 over 0.45 s
    โ€” 11:
      glide left leg 0, part:leg:-1~out 0 over 0 s
      glide left leg -14, part:leg:-1~out 0 over 0.15 s (out)
      glide left leg 0, part:leg:-1~out 0 over 0.45 s
    โ€” 12:
      glide dy 0 over 0 s
      glide dy 9.375 over 0.15 s (out)
      glide dy 0 over 0.45 s
      glide dy 0 over 0.2 s
    โ€” 13:
      glide dx 0 over 0 s
      glide dx -37.5 over 0.15 s (out)
      glide dx 0 over 0.45 s
      glide dx 0 over 0.2 s
    โ€” 14:
      wait 0.05 s
      look surprised
      wait 0.45 s
      look normal

Try this

  1. Snap the head back 30 degrees instead of 16: a big comic whiplash.

    In the program: ramp ยท to.part:head -16 โ†’ -30

  2. Lean back 24 degrees instead of 12: nearly knocked over.

    In the program: ramp ยท to.part:torso -12 โ†’ -24

How it differs from the others

Stagger is a sword fight's bigger hit, from the guard; Cower shrinks away and stays down.

Works on

The two in the film above, and what the move turns on each: worked out by the build, which plays the move on each body and checks what moves. Nobody types this table.
WhoMoves?What moves
Sunny (one of the six people)yeswhole body, body, head, arms, legs
Grump (an animal on four legs)yeswhole body, body, head, front legs, back legs, tail, ears

c4c:beh:get_bopped ยท version 1.0.0 ยท c4c-free ยท by Jabbertoon