Sit (seen from the front)
Staying seated, drawn facing the camera rather than in profile: a long, breathing hold, looping every 4 seconds, for a game that shows its character from the front.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)
What it is for
Sit (seen from the front) is Sit drawn facing the camera instead of in profile, for a game that shows its character from the front. It holds the seated pose Sit down (seen from the front) settles into, breathing and blinking, looping every 4 seconds until a game stands the character back up.
The principle it shows: overlapping action
As with the profile sit, the breath and the head's own sway share the same four-second period but start at different points in it, 1.4 of the wave apart, so the pose does not hold perfectly rigid even while the character is doing nothing else. Seen from the front, ground, chair and ledge all draw exactly the same pose, since a front view has no knee-fold to tell the surfaces apart, so this breathing and swaying is the only thing that changes at all while the move plays.
The program, line by line
settings: h = 540, leg = 0.24, on = 0
when it starts
show the front view
if (on == 0):
set left leg 85, right leg 85, left shin 0, right shin 0, left foot 0, right foot 0, left arm 16, right arm 16, left forearm 20, right forearm 20, dy (h*leg/2*(2 - cos((85)*pi/180) - cos((0)*pi/180) + 0.55*sin((0)*pi/180)))
if (on == 1):
set left leg 85, right leg 85, left shin 0, right shin 0, left foot 0, right foot 0, left arm 16, right arm 16, left forearm 20, right forearm 20, dy (h*leg/2*(2 - cos((85)*pi/180) - cos((0)*pi/180) + 0.55*sin((0)*pi/180)))
if (on == 2):
set left leg 85, right leg 85, left shin 0, right shin 0, left foot 0, right foot 0, left arm 16, right arm 16, left forearm 20, right forearm 20, dy (h*leg/2*(2 - cos((85)*pi/180) - cos((0)*pi/180) + 0.55*sin((0)*pi/180)))
sin wave on sy · every 4 s · amp 0.01
sin wave on sx · every 4 s · amp -0.005
sin wave on head · every 4 s · amp 1.4 · phase 1.4
possin wave on blink · every 4 s · amp 1 · phase 1.2 · power 40show the front view— the move is drawn facing the camera.if (on == 0): …,if (on == 1): …,if (on == 2): …— the same seated pose is set for every surface: both legs bent to 85 degrees, both arms brought forward 16 degrees with the forearms bent in 20 degrees, the body's height worked out from those same angles.sin wave on sy · every 4 s · amp 0.01,sin wave on sx · every 4 s · amp -0.005— a slow breath, the body stretching and narrowing a little.sin wave on head · every 4 s · amp 1.4 · phase 1.4— the head drifts a little, offset from the breath.possin wave on blink · every 4 s · amp 1 · phase 1.2 · power 40— a sharp blink once every 4 seconds.
Written out in full, exactly as the engine prints them:
h*leg/2*(2 - cos((85)*pi/180) - cos((0)*pi/180) + 0.55*sin((0)*pi/180))Try this
Breathe more than twice as deep, 0.025 instead of 0.01. The seated hold now reads as a slow, deliberate breath rather than ordinary quiet sitting.
In the program:
wave · amp0.01→0.025Sway the head almost three times as far, 4 degrees instead of 1.4. The character looks noticeably more restless while seated, without ever standing up.
In the program:
wave · amp1.4→4
How it differs from Sit down (seen from the front) and Stand up (seen from the front)
Sit down (seen from the front) is the motion of settling into this pose. Stand up (seen from the front) is what a game switches to when it is time to leave this pose behind.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | whole body, arms, legs |
| 4 legs (a dog) | yes | whole body, turns, front legs, back legs |
| no legs (the monster with no legs) | yes | whole body, arms |