Pixelation

Critique => Pixel Art => Pixel Art Feature Chest => Topic started by: Zizka on November 23, 2013, 01:51:49 am

Title: GR#147 - Running Animation - Sideview
Post by: Zizka on November 23, 2013, 01:51:49 am
Hello!

(http://img10.picoodle.com/i5bm/freemind/wyav_782_u5vq6.gif)

(http://img15.picoodle.com/i5bm/freemind/wyav_a66_u5vq6.gif)

An animation I'm working on for some game. Please comment  :y:

I used ptoing tutorial to help me out.
Title: Re: Running Animation: Feedback Please
Post by: PixelPiledriver on November 23, 2013, 03:31:14 am
There are some spacing issues.
Looking at edges can be very helpful while animating.

Your ground plane guide moves on some frames.
This sort of motion can be used to improve some animations but if intentional it is not very effective here.
(http://1.bp.blogspot.com/-3vZwu14kQjY/UpAdR9Q4zTI/AAAAAAAAIL0/hdsPyLnW3Ps/s1600/PositionOffset.gif) (http://3.bp.blogspot.com/-ZbUKLMR-Lpw/UpAitf8yYXI/AAAAAAAAIMU/rITZA51knu0/s1600/RunOriginal.gif) (http://2.bp.blogspot.com/-xSa-y7y4RaE/UpAiPVTjkPI/AAAAAAAAIME/EXUuTX2Iptc/s1600/Run.gif)

You have several hitches in the motion.
A hitch is a frame, or collection of frames, that slow down motion when it should be a moment of greater speed.
This slowness is caused by spacing.
Here are a few:
Hand hitches as its moving back.
(http://3.bp.blogspot.com/-SSnedt4O5zk/UpAdNse8NjI/AAAAAAAAILY/8hxhqRCeIYQ/s1600/HandHitch1.gif)

Both feet hitch as they are moving forward.
(http://3.bp.blogspot.com/-rpumF843dgg/UpAdNoyG6OI/AAAAAAAAILU/aHifnFgdsmQ/s1600/FootHitch1.gif) (http://2.bp.blogspot.com/-th1luNdVdHM/UpAdNv6FUlI/AAAAAAAAILs/jg3d7F14FCc/s1600/FootHitch2.gif)

Also the head clips the top of the orginal canvas size.
(http://1.bp.blogspot.com/-S86t6pO_HKU/UpAdOL6pX2I/AAAAAAAAILc/cJuzvhBB8JI/s1600/HeadClip.gif)
Title: Re: Running Animation: Feedback Please
Post by: Zizka on November 23, 2013, 05:19:58 pm
Thanks PPD!

I've saved your criticism and will fix the animation asap.  :y:
Title: Re: Running Animation: Feedback Please
Post by: Zizka on November 29, 2013, 01:46:23 am
AAAllllright.

I've fixed the hitched frames, the head clipping and the position of the guy.

Before: (http://img10.picoodle.com/i5bm/freemind/wyav_782_u5vq6.gif)After: (http://img15.imagefra.me/i5bs/freemind/lnas_5e8_u5vq6.gif)

(http://img15.imagefra.me/i5bs/freemind/lnas_bf2_u5vq6.gif)

Anything else?
Title: Re: Running Animation: Feedback Please
Post by: PypeBros on November 30, 2013, 08:33:20 am
The head rotation seems very un-natural, esp. since you make him check the player while running in another direction.
Title: Re: Running Animation: Feedback Please
Post by: Daimoth on December 01, 2013, 03:15:52 pm
^I came here to post that. I love animators that pay heed to detail, but that head rotation doesn't seem to work for some reason. Perhaps it would work better if you used some sort of subpixel technique; I think the sprite is too small for head rotation otherwise. As is it almost looks like he's doing an awkward jig.

I still think it's a great effort, however.
Title: Re: Running Animation: Feedback Please
Post by: PypeBros on December 03, 2013, 04:49:07 pm
I think the sprite is too small for head rotation otherwise. As is it almost looks like he's doing an awkward jig.
Well, usually, when you run, you look forward to avoid pitfalls and other hazards. you focus on the path ahead, at least with your eyes if you cannot prevent your head from moving somehow (like vertical bouncing that can hardly be reduced). there's relative rotation of the head vs. the shoulder line, but in absolute, the shoulder line is the one rotating, not the head. Having the sprite larger wouldn't make it more natural.