AuthorTopic: Totem Pole!  (Read 83746 times)

Offline Lóng

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Re: Totem Pole!

Reply #80 on: October 21, 2012, 02:00:46 pm
« Last Edit: October 21, 2012, 02:08:31 pm by Lóng »

Offline Probo

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Re: Totem Pole!

Reply #81 on: October 21, 2012, 05:01:23 pm
can i have a go at doing one for blune too?

Offline PixelPiledriver

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Re: Totem Pole!

Reply #82 on: October 21, 2012, 06:35:12 pm
Yup!
Switching sides is allowed.
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline cirpons

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Re: Totem Pole!

Reply #83 on: October 21, 2012, 07:23:39 pm
Go BLU!

 :)

Offline Probo

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Re: Totem Pole!

Reply #84 on: October 21, 2012, 10:33:39 pm
heres one for blune!



Uploaded with ImageShack.us

is the gap between the legs a problem?

Offline IvanM

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Re: Totem Pole!

Reply #85 on: October 22, 2012, 06:01:21 am
Rune rules!
One ugly for the ugly one:


(will be updated soon)
« Last Edit: October 24, 2012, 06:32:54 pm by IvanM »

Offline Probo

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Re: Totem Pole!

Reply #86 on: October 22, 2012, 06:39:28 pm


Uploaded with ImageShack.us

just realised, his hair was 2 pixels too narrow. i name him bouffantay!

Offline Mathias

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Re: Totem Pole!

Reply #87 on: October 22, 2012, 09:03:10 pm
Nice effort, guys! Really cool.



Code: [Select]
"- Animations should have frame amounts which are powers of 2, NOT multiples of 2!"

Ahaahh . . . so if you have a variety of animations that you want to stack into a single scene, then them all having a frame count that corresponds to a "power" of the same number, then they'll seamlessly integrate . . . like this one by B.O.B.  . . .  is that the rule?

Offline kriss

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Re: Totem Pole!

Reply #88 on: October 23, 2012, 10:42:16 pm
Here my little contribution : a flame skull, for Rune of course.



This is not full custom  :-[

this is the original
« Last Edit: October 23, 2012, 10:44:46 pm by kriss »

Offline ptoing

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Re: Totem Pole!

Reply #89 on: October 25, 2012, 11:05:00 am
Ahaahh . . . so if you have a variety of animations that you want to stack into a single scene, then them all having a frame count that corresponds to a "power" of the same number, then they'll seamlessly integrate . . . like this one by B.O.B.  . . .  is that the rule?

It has to do with the problem of high least common multiples. For example if the animation would be 12 frames and someone submits a totem with 14 frames the thing would have to have 112 frames in the end to sync up properly. Pain in the ass. Hence power of 2, since that will always only be the number of frames of the longest animation.
There are no ugly colours, only ugly combinations of colours.