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.

A cartoon person and a dog facing the camera, sitting and breathing quietly.

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 40

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

  1. 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 · amp 0.01 → 0.025

  2. Sway 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 · amp 1.4 → 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

Worked out by the build: it plays the move in the engine on each body and checks what moves on screen. Nobody types this table.
BodyMoves?What moves
2 legs (a person)yeswhole body, arms, legs
4 legs (a dog)yeswhole body, turns, front legs, back legs
no legs (the monster with no legs)yeswhole body, arms

c4c:beh:sit_front · version 1.0.0 · c4c-free · by Jabbertoon