Pixelation

Critique => Pixel Art => Topic started by: Decroded on January 28, 2016, 10:45:39 am

Title: Knight run
Post by: Decroded on January 28, 2016, 10:45:39 am
This is an update on the old knight running animation I did a while back using the more developed version of the character.
(http://i.imgur.com/RyIvvaA.gif)

Still a WIP obviously haven't done the plume yet but thought I'd post for crit at this point.
Considering rotating the sword as it swings.
Maybe arms have a bit too much horizontal movement I wonder?
Title: Re: Knight run
Post by: 32 on January 28, 2016, 11:05:32 am
Looks nice. I like the pendulum timing on the arms, might look good if you could bring that timing into the legs a bit more. The shoulder bouncing up is pretty distracting and I don't know that it really helps anything. The shield is nice but maybe the sword shouldn't move around as much. A more extreme bob on the helmet would be nice, the body feels a lot bouncier. I don't think you should rotate the sword, the rigid sword kinda fits the character of the run with the half timing on the arms.
Title: Re: Knight run
Post by: Decroded on January 28, 2016, 11:58:59 am
Thanks.
Totally agree.
I'd already thought much of this was the case so I'm glad u pointed it out without me saying just affirms it.
Legs feel like they move too smooth and lack energy huh.

Not sure what to do with helmet though gonna have to mess around a bit.
I already delayed it by 1 frame after body falls but it didnt have desired effect.
Title: Re: Knight run
Post by: 32 on January 28, 2016, 12:27:18 pm
I think it needs to go down another pixel the frame after the low point. Might be a bit too far though and blurriness from subpixelling might not be worth the trade off.
Title: Re: Knight run
Post by: Decroded on January 29, 2016, 06:29:37 am
UPDATE.
(http://i.imgur.com/RyIvvaA.gif) ==> (http://i.imgur.com/rhFl5ku.gif)
Feel like I managed to give him a more floaty feeling and a bit more energy than before.
I feel happy enough to move onto the plume now but open to crits as always  ;D

I think it needs to go down another pixel the frame after the low point. Might be a bit too far though and blurriness from subpixelling might not be worth the trade off.
Yeah it wasn't supposed to be sub-pixeling lol it just got that unintended effect because I was trying to delay the helmet to drop one frame after the body.
But yeah it bugged me from the start and didn't manage to fix the weird look so delayed the body drop by 1 frame and I feel like he gets a little bit more air-time now which is what I was aiming for :-)

EDIT: Started plume.
(http://i.imgur.com/uAHT8z8.gif)
Doesn't feel quite right yet.
Title: Re: Knight run
Post by: 32 on January 29, 2016, 08:42:51 am
Might be worth trying to time the plume with the arms rather than the bob. Not really physically correct but my instinct is that that's more the rhythm of the movement.

The helmet feels a bit stiff. Which, it's a helmet so fair enough but maybe if the side parts- the bits that fill in the T of the face gap (I don't know armour terminology :lol:)- moved up and down and just the cranium moved like it does currently that would also help the overall head motion. Sort of like if they were hinged.

The changes all look good ;D
Title: Re: Knight run
Post by: aamatniekss on January 29, 2016, 09:32:34 am
Maybe if you were into a more silly look, you could move the helmet not down 1 pixel, but up instead, like it's bouncing upwards a little and falling back on face.
Title: Re: Knight run
Post by: Decroded on January 29, 2016, 10:44:52 am
Might be worth trying to time the plume with the arms rather than the bob. Not really physically correct but my instinct is that that's more the rhythm of the movement.

The helmet feels a bit stiff. Which, it's a helmet so fair enough but maybe if the side parts- the bits that fill in the T of the face gap (I don't know armour terminology :lol:)- moved up and down and just the cranium moved like it does currently that would also help the overall head motion. Sort of like if they were hinged.

The changes all look good ;D
Great suggestions thanks  ;D
I originally started an 8 frame loop for the plume and binned it for this repeated 4 frame loop but yeah ur probably right it might flow nice and smooth if i use all 8 frames.

Helmet was supposed to be one solid piece but interesting idea with the cheek flaps like i think roman helmets had.
I'll have a mess around with that and see what happens.
Title: Re: Knight run
Post by: Decroded on January 29, 2016, 10:50:30 am
Maybe if you were into a more silly look, you could move the helmet not down 1 pixel, but up instead, like it's bouncing upwards a little and falling back on face.
Thanks yeah i considered that before but characters collision mask is 16px high (he stands exactly 16px excluding plume) and he already bleeds outside by 2 pixels at peak of run so I'd rather not go any further upwards.
Title: Re: Knight run
Post by: Decroded on January 31, 2016, 05:46:28 am

Well I tried to time the plume on the arms but just couldn't get it to make sense in relation to helmet motion.

So here's am updated 4 frame loop.
(http://i.imgur.com/a84sfNw.gif)

Still not totally happy with this but might have to come back to it as I'm kinda spinning my wheels  :-[
Title: Re: Knight run
Post by: PixelPiledriver on January 31, 2016, 06:44:19 am
Yo man, really digging your threads with this guy.  :)

I think what you have for the plume is effective enough.
But here are my thoughts anyway.

Follow through elements can def benefit from using more frames.
It generally makes them feel lighter/softer and you can do more with them being able to show more subtle deformation and you'll have more space to time out your motions how you want.

A = original, 4 frames repeating twice
B = edit, 8 frames --> flop moves with sword left/right movement --> looks ok but might be more interesting if the motion was opposing
B = edit, 8 frames --> flop moves opposite sword left/right movement --> no new frames just shifted the plume flop by 4

A (http://1.bp.blogspot.com/-w9xEfVFMcYo/Vq2qGi65oRI/AAAAAAAABG4/YqCE36zZVkg/s1600/Knight_Walk_Original.gif) B (http://4.bp.blogspot.com/-4Qv1ks5QR4Q/Vq2qGlum9oI/AAAAAAAABHA/z237Mf7JJ6I/s1600/Knight_Walk_Edit_2_4_floppy.gif) C (http://1.bp.blogspot.com/-41v3HQepCks/Vq2qG3T57YI/AAAAAAAABG8/S2jnCIdA7Sc/s1600/Knight_Walk_Edit_3_2_OpposingFlop.gif)

I might even consider doubling the frames to 16, play the full walk twice, and give the plume 16 unique frames so that each 8 is a slightly different flop.
But there's no real reason to do that.
I would only do it to see what happens, and then maybe throw it out if it was unnecessary.

My edit isn't quite right but might give you some ideas.
Anyways do what you want.
I kinda like what you already have.

Spin those wheels!
It's all part of the process.
Title: Re: Knight run
Post by: Decroded on January 31, 2016, 08:01:28 am
Hey thanks for chiming in man!

I had a similar iteration i was going to post but i accidentally didnt save it.
I was perhaps obsessing over the physics and it looked kinda weird like these edits (or it could be mu phone).
The idea of a slower flowing motion is desirable though so I'll have another stab at it.
I did a simple jumping animation I'll post later too.
Thought  it best to keep em separate threads for more focused crit.
Title: Re: Knight run
Post by: Decroded on January 31, 2016, 12:18:56 pm
update.
(http://i.imgur.com/VNTDUh7.gif)

i went for 8 frame flowing motion as if affected more by the wind than the helmet bobbing (only way my brain could justify it  :crazy:).
messed around with the front by squish/stretch to incorporate some of the 4 frame cycle and try to blend the motion into the 8 frame loop.
Title: Re: Knight run
Post by: Mr_Hk_ on January 31, 2016, 04:15:15 pm
The loop feels really strong now. GG !
Makes me want to play with him.
Title: Re: Knight run
Post by: trough on January 31, 2016, 09:08:18 pm
Here they are moving horizontally:
Plume bobbing with helmet (4-frame):
(http://i.imgur.com/LkPYsRl.gif)(http://i.imgur.com/LkPYsRl.gif)
Plume bobbing in the wind (8-frame):
(http://i.imgur.com/nRjuG70.gif)(http://i.imgur.com/nRjuG70.gif)

The plume bobbing with the helmet makes more sense to my eyes, but the way the tail of the plume follows through looks kind of stiff like a tongue.  I made an edit trying to make the tail look like it was being pulled along the line traced by the front of the plume, without gravity affecting it much:
(http://i.imgur.com/YT3EZmh.gif)(http://i.imgur.com/YT3EZmh.gif)

You could add some side-to-side action for an 8-frame loop:
(http://i.imgur.com/XiPXOom.gif)(http://i.imgur.com/XiPXOom.gif)
Title: Re: Knight run
Post by: Gil on February 01, 2016, 02:43:11 pm
Trough makes an exceedingly good point: never make an animation purely in treadmill, now and then, render it out as a movement to double check.
Title: Re: Knight run
Post by: trough on February 02, 2016, 02:59:13 am
I don't see why anyone would want to pixel on a treadmill.  I always like to pixel on firm ground; this is much easier.  I only use the treadmill after I've finished pixeling.