>>39095651>>39095789>all they have to do is make some keyframes and toggle a bit with the sliders so it doesn't look robotic.As someone that does game animatoins you are GROSSLY oversimplifying things.
The Amie/Refresh animations people are posting in this thread are way more than what you're making them out to be.
Take
>>39095500 for example.
It's a very simple animation at a glance, but there's actually a lot more to it. For one, concepting for all these animations takes time. They don't just start throwing together keyframes, they think things through and consider the motions per pokemon.
After that conceptualizing, then you get to the basic blocking of the keyframes you described. That doesn't take THAT long but it's still takes some time. Then you got the clean-up to make sure it looks natural, in-betweens to make things smooth, and follow through to give the animation more life. And that Azurill takes extra care cause of that facial animation. Azurill doesn't have a riged face, it's texture/sprite based. So they gotta draw many frames for it's face to move smoothly in those ways (which do get reused throughout many animations, but that's still a whole extra animation set required for this)
All that for one animation of a little blue ball bouncing. Yes, it could be done in under a day, but that's ONE animation when each pokemon has double digits of animations to get through on top of anything new they want added to it. You also get more time consumption via just corporate bureaucracy as these animations need to be submitted, reviewed, modified and approved before they can make it to the final game.
So yes, even adding a single new animation to every pokemon adds a lot to the scope of things.