AuthorTopic: Hair Blowing Loop  (Read 10059 times)

Offline Rosier

  • 0010
  • *
  • Posts: 477
  • Karma: +1/-0
    • View Profile

Re: Hair Blowing Loop

Reply #20 on: April 27, 2016, 03:32:31 am



Took a long look at Makoto, and wound up with this.  If it's not obvious, I'm a bit lost on where to go with the hair when the wind is 'lower' I guess.  Makoto's just barely shifts, but she has a ton of hair, plus the ponytail, so I'm unsure of how to communicate a lower blow rate.
Aside from that, I do plan on coloring the sash once it's finished.



As for the bending part, I originally tried making her move her knees out the slightest bit, but it didn't look quite right.  Looking back, I may just double down on the idea, make her bend lower, and have her push her knees out significantly more.

Offline astraldata

  • 0010
  • *
  • Posts: 391
  • Karma: +1/-0
    • View Profile
    • MUGEN ZERO

Re: Hair Blowing Loop

Reply #21 on: April 27, 2016, 05:27:12 am
The sash is looking pretty decent, but you could push it farther:



As for the hair, I suggest keeping it the same loop as it was previously (including the strength of wind) throughout the entire animation, but when the wind gusts, show that (just a tad) in the hair during the gust only. Otherwise, keep the loop the same except for that tiny part.

The sash is really the indicator here that there's a gust, just like Makoto's bandanna is the real indicator that there's a significant gust on her. Her clothes mainly just catch a subtle breeze all the time, just like your char's hair would. The difference with her and your char is mainly that you have a breeze blowing constantly (which looks better in my opinion). Makoto, on the other hand, looks too static.

One other thing I want to point out is to make sure you indicate *some* 3d depth to the sash, even if it's only a couple of frames where the light hits it, as this adds to its ability to convince you it's not a snake but a thin sheet of fabric. Makoto's bandanna, with that thin line of light around the edge, does this for her, but you can indicate yours with shadow (with the main hair color) in the billows and folds of the sash so that it appears less like a snake and more like a light fabric -- the latter of which can be indicated with waves of wind across the fabric surface (not too unlike Makoto's pants legs when the big gust happens.)
I'm offering free pixel-art mentorship for promising pixel artists. For details, click here.

     http://mugenzero.userboard.net/

Offline Rosier

  • 0010
  • *
  • Posts: 477
  • Karma: +1/-0
    • View Profile

Re: Hair Blowing Loop

Reply #22 on: April 28, 2016, 04:31:22 am


I assume you were referring to the ahoge to show the increase in breeze?
And the sash was meant to match her colors.  The purer yellow was just so it didn't blend with her arm and mess with shading and such during tests.

Offline astraldata

  • 0010
  • *
  • Posts: 391
  • Karma: +1/-0
    • View Profile
    • MUGEN ZERO

Re: Hair Blowing Loop

Reply #23 on: May 10, 2016, 11:56:45 pm
Sorry for the slow reply and the hasty edit -- Here's what I meant:





About frame 4-14 I fixed the sash a little to show what I meant regarding the 3d depth of the ribbon/cloth thingy, but your edit wasn't far off except you didn't put enough shadow across the form in some areas (such as the thin line of pixels moving down the sash over a couple of frames as it flops outward via the windy gust). As counter-intuitive as it may seem at first, it's highly more appealing to use shadow movement to crease the form as often as possible where it can make sense because this adds a lot of life to the subject and, as mentioned previously, it creates a lot more change (even if that change is made primarily with color!) In my edit, I have tweaked the lighting on the belt (but ONLY for a few frames -- I left its movement the same more or less silhouette-wise, and the others I left alone entirely -- hasty edit, as mentioned before, but hopefully you get the general idea).

Additionally, if you study the frames I mentioned, you'll notice that it allows the viewer to get a better sense of the form when you can show large surfaces (such as the tops of the waves of the ribbon/sash) and edges across the front of (even very thin ribbon-like) structures. You'd be amazed that, despite the obvious thickness of a single pixel, indicating edges via movement with those (like I did even with the "ahoge" you mentioned) creates a lot of information that the pixels themselves, as a static image only, could just barely hint at.

The biggest issue with the hair that I tried to explain before was actually in the wind direction of the belt and the hair, not the ahoge. The hair looks really cool, but as others mentioned, it appears as if she's standing under a helicopter that's just throwing wind straight down in waves. While that works, more or less, if you have no other way of indicating movement with a sprite's hair for one reason or another, you should consider having the hair mimic the most important frames of the belt if you can. This is particularly useful when the hair mimics the belt where it curls from the wind at the tips. Hair movement is rarely different from soft-cloth movement.

The original hair indicates wind direction is straight down (as mentioned by others as well as myself), so it looks very much at odds with the belt's movement (despite the belt helping to add a LOT of character). The simplest way to fix such strange movement, at least in this character's case, is to remove the spikiness from the back of the character's hair during the wind change direction (the gusts that kick the belt around to the left) to minimize the appearance of the wind blowing to the right (from the front of the character), since the wind appears to be coming from the back of the character during those gusts, in relation to the belt. I just kept the nice flowing shadows, but shaved off the spikes during the gust frames. Doing this allowed a nice transition between wind-directions thanks to the gust, and gave her hair a lot more life because it created a lot more change in her otherwise repetitive hair cycle.

Keep in mind that anytime you can add in "waves" of secondary movement and vary them between some other portion of that movement (by offsetting them in time or space), your character automatically begins to look more alive and lifelike because that's how nature works -- through cycles of change -- and very few things in nature move lock-step with one another. The more you attempt to mimic this rhythm in your art/animation, the more your stuff will attain a look and feel that appeals on a deeper level to the viewer because of their connection to this rhythm.

I hope this makes sense.

« Last Edit: May 11, 2016, 05:43:02 am by astraldata »
I'm offering free pixel-art mentorship for promising pixel artists. For details, click here.

     http://mugenzero.userboard.net/

Offline Rosier

  • 0010
  • *
  • Posts: 477
  • Karma: +1/-0
    • View Profile

Re: Hair Blowing Loop

Reply #24 on: May 11, 2016, 01:57:36 am
I think I can more or less make sense of that.  I'll keep all of that in mind next time I try an animation like this.

Offline BadMoodTaylor

  • 0010
  • *
  • Posts: 179
  • Karma: +0/-0
  • Lou Bagel: Combo Number Five!
    • @LouBagelCombo5
    • LouBagel
    • View Profile
    • Lou Bagel: Combo Number 5

Re: Hair Blowing Loop

Reply #25 on: May 14, 2016, 01:50:08 am
First off let me say I like the art, think it looks good.

One aspect I would point out that I haven't seen changed between any of the drafts is the synchronicity of different parts that are blowing. If you are trying to achieve an effect of no wind to a gust of wind then ignore this, but if it is supposed to be a steady wind then I would offset it as objects being blown by wind appear more random.

To be more specific, the two bangs and two hair bunches on the side of her face start their movement and end their movement at the same time and move the same distance. If she was landing from a jump forward or there was an abrupt gust of wind this would look spot on. But for a steady stream of wind this doesn't look realistic. I feel like the shirt has the same feel to it.

If you don't want to randomize it too much you could probably offset when each part starts blowing. This would give it a more flowing feel then bouncing feel.

Also, I think your gif of her letting her hair down is really cool. I'm a newbie so enjoyed learning from this post. Keep up the good work!
Here to learn pixel art.  Feedback always appreciated.