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Pixel Art / Re: First sprite
« on: September 16, 2008, 03:59:04 am »for animation and/or pixel animation, i strongly recommend Pro Motion by Cosmigo. learn it.Which is easier to learn and master? GraphicsGale or Pro Motion?
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for animation and/or pixel animation, i strongly recommend Pro Motion by Cosmigo. learn it.Which is easier to learn and master? GraphicsGale or Pro Motion?
For actual animation I prefer to do very rough keyframes in Graphics Gale as simple sketches, then add a layer and draw the character on top, then fill in the frames between until the timing is correct. This is an old example, it's not a subtle motion but this is the technique: http://www.wayofthepixel.net/pixelation/index.php?topic=4599.msg57614#msg57614Thanks. The link is very helpful and I'm studying the program right now. I really new to using Graphics Gale and so far I've only grasped certain basics like onion-skinning and the color pallets. I really do want to learn certain in-between techniques like blurring and such.
I guess it's a little late to respond to this... there are two words you need to commit to memory: REFERENCE and PERFORMANCE! This animation looks robotic because her movements are far too precise and utilitarian. If you tried to adjust your glasses just by throwing your finger in a straight line towards your face like this, you would poke yourself in the eye or nose. And moving your hand that fast with the rest of your body static would only be possible if you were specifically trying to be rigid.So should I plan out all of these elaborate movements in paper first? I'm kind of confused as to what you just said since they highlight alot of important faults (I'm quite aware that the animation looks stiff, which is why I'm seeking advise), but I'm not exactly sure how to tackle these subtle motions you mentioned unless your're asking me to rotoscope, which I lack the means to execute.
If you try this movement yourself in a mirror, you will see that there is a LOT happening besides the utilitarian movement of the hand and outstretched finger. You will find that humans approach their own faces very cautiously, because we have a lifetime's experience of accidentally jabbing ourselves, and also because we can't see the action as we're doing it so we have to "explore" with our hand a little bit. You might even shift your weight a little bit from one leg to the other. There are myriad other little details that you would discover if you studied this motion a little more in the real world. And they are all important because they make the character believable. Remember that animation is ACTING more than anything else. It's a form of pantemime that permits unlimited control, so take advantage of it!
pretty good for a starter anim. you might want to animate the arm going into the pocket a bit more to show that it's actually going into her pocket.Err, I believe you were looking at an older version of that animation. The latest one has more keyframes in it and a slightly different take on timing. (Or see below)
here are a couple samples to help you out...
for your walk cycle... the first frame looks more like a full out run with arms up in that bent position. you should have the arms gently gliding along at her side. unless of course she's power walking, which in that case you might want to add some dumb bells to her hands.Thanks alot. It really helps. Maybe I intended for her to jog after all? I've been looking at alot of Wolfteam games for reference. If you also have sample run cycles it would be great.
also, here's a sample walk cycle. hopefully, it helps.
he means to just sketch out the animations before going into detailI see.
to give the eye something it can understand, dont just make lineart-animations, but make silhouettes of shapes
something like such:
Adam means something like the 4th frame of this animation (i myself like to do everything in even smaller steps so i make stickfigures first and add in bodyparts 1 by 1)
basically, dont get lost in small things and spend time detailing before you have the animation down
You've got a pretty large character, so its hard to say what would be best. I (and many others) have found that using a tablet to block out color blobs in an animation program works really well. You can mess with the timing and basic motion a lot that way, without wasting too much time trying to get the linework just right.What exactly are these color blobs you mentioned? Also, my character is approx. 80x130 pixels (the images/animations I've uploaded have been scaled to twice the size). What exactly are the resolutions used in most platform games?
Umm... Firefox. Looking better now, maybe add a few subtle highlights or shadows to the hair in the back? try to add some more form to it.What is the trick to creating the patterns for shading? I've been trying to figure that one out...
like this:
edit
i just realized that i fudged up the face shading, sorry. fixed
~Shrike
and maybe run the animation a little slower?What browser are you using?