Pixelation

Critique => Pixel Art => Topic started by: Mathcong on June 10, 2019, 09:42:12 pm

Title: run cycle animation
Post by: Mathcong on June 10, 2019, 09:42:12 pm
Howdy,

Its been a while since i last did pixelart and im looking to improve this run cycle:

(https://i.imgur.com/PsukoOw.gif)

the character is supposed to be leaning forward a bit.

Title: Re: run cycle animation
Post by: 32 on June 11, 2019, 07:52:26 am
The animation is looking really nice and smooth! Great work ;D

My primary concern would be that it looks more like a power walk than a run. If you're wanting it to feel more like a run the defining difference is with a run you should have at least 1 frame per step with both feet off the ground.

The other thing I'd urge you to think about is timing. Right now the timing is fairly even, there's a similar amount of space between the feet/hands on every frame. If you want to get it looking a bit more punchy think about playing with a pendulum type timing where the hands and feet spend most of their time at the extremes and quickly pass through the middle.

Keep it up  :y:
Title: Re: run cycle animation
Post by: Mathcong on June 15, 2019, 08:54:59 pm
thanks for the great tips 32,

i guess i just think too rationally about animation, like
"this is how arms move, so draw em like that".

hopefully it improved a bit:

(https://i.imgur.com/Ea4v9jd.gif)

(https://i.imgur.com/HnlXxBI.png)
Title: Re: run cycle animation
Post by: Mathcong on June 17, 2019, 08:24:50 pm
smoothed out the animation a bit and added a sword,

should the sword bounce on impact?  ???

without bounce:
(https://i.imgur.com/EWUoUbo.gif)

with bounce:
(https://i.imgur.com/srwbnE6.gif)

Title: Re: run cycle animation
Post by: MysteryMeat on June 18, 2019, 12:49:29 am
I'd have it rotate slightly with the bounce at the furthest extreme of the motion, just one pixel motion
Title: Re: run cycle animation
Post by: Zanorin on June 18, 2019, 12:14:29 pm
You should look into subpixel animation for animating the sword in a subtle way :)
Title: Re: run cycle animation
Post by: daramon on June 18, 2019, 02:52:40 pm
I'm having a touch of difficulty separating the front and rear limbs visually. The classic way to fix that is to use a slightly darker shade for the arm and the leg when they're behind the body. That may not fit your style though.
Title: Re: run cycle animation
Post by: Mathcong on June 19, 2019, 10:43:08 pm
did some (hopefully subtle) animation:

(https://i.imgur.com/X1ZDaPY.gif)

(https://i.imgur.com/JAh8GkV.gif)

You should look into subpixel animation for animating the sword in a subtle way :)

had to search it up, but im not quite sure how i would apply it on this small sprite,

maybe you could modify my sprite to show me?


I'm having a touch of difficulty separating the front and rear limbs visually. The classic way to fix that is to use a slightly darker shade for the arm and the leg when they're behind the body. That may not fit your style though.
i'll keep that in mind when i start adding color, and maybe some more shades, thx
Title: Re: run cycle animation
Post by: Nives on June 24, 2019, 07:10:50 am
Maybe try bouncing the head a little bit.  Just have it move up and down 1 frame delayed from the body.  It may or may not look good, but I usually like that look.
Title: Re: run cycle animation
Post by: Vinik on June 24, 2019, 08:53:01 am
I am not great at anatomy analysis but It feels like the arms are a little too short/stubby for him, which might be a stylistic choice, but maybe not. Nothing to add to the animation, I like it a lot :)
Title: Re: run cycle animation
Post by: Mathcong on June 30, 2019, 06:49:56 pm
worked some more on it,

added a head bounce, colors and some shading (palette by nauris/namatnieks)

(https://i.imgur.com/gChONRQ.gif)

any more advice on the shading, colors?

thx for the advice so far!

Title: Re: run cycle animation
Post by: MysteryMeat on June 30, 2019, 08:10:41 pm
Shading and colors look nice, but I noticed the sword wasn't really "attached" to his hip rotation like it should be, which I think is what gave it such a stiff look.

Did a quick attempt at an edit as a warmup, it's very imperfect so I encourage trying your own. Try to keep the tie-off point attached to the same pixel of his hip as he runs!

(https://i.imgur.com/qoA7ud5.gif)