Pixelation

Critique => Pixel Art => Topic started by: alspal on January 28, 2010, 12:48:08 pm

Title: Roman sword/walk animation
Post by: alspal on January 28, 2010, 12:48:08 pm
Just looking for some feedback on my roman soldier guy.

Walk animation
(http://dl.dropbox.com/u/1024727/ROMANWALK.gif)

Sword animation
v1. (http://dl.dropbox.com/u/1024727/ROMANSWORD.gif) v2. (http://dl.dropbox.com/u/1024727/sword5.gif) v3. (http://dl.dropbox.com/u/1024727/sword6.gif) v4. (http://dl.dropbox.com/u/1024727/sword13.gif)


My main concern is with the sword animation, is the sword motion okay? Does the head and legs need to move? I can't seem to figure out what to do. I'm not the best animator.
Any advice/criticism/etc. would be greatly appreciated.

Title: Re: Roman sword/walk animation
Post by: Lizzrd on January 28, 2010, 01:24:27 pm
make him lean gradually forward in the sword anim.
Title: Re: Roman sword/walk animation
Post by: Jad on January 28, 2010, 03:14:39 pm
My advice - sketch up how you want him to look mid-strike looking at his original frame ONLY as reference, not working from it

just sketch it roughly with pose and everything

then look at his standing frame and his striking frame and think 'how am I gonna make him move from this to that' and then draw in-between frames

instead of, like it looks like you did now, applying a sword motion to his body, not working from pose-to-pose

get it? then try it : D
Title: Re: Roman sword/walk animation
Post by: alspal on January 29, 2010, 01:02:45 am
Am I heading in the right direction with this?

(http://dl.dropbox.com/u/1024727/sword2.gif)

I'm not sure about the sword though.


edit: Is this sword motion better?

(http://dl.dropbox.com/u/1024727/sword3.gif)
Title: Re: Roman sword/walk animation
Post by: Atrophy on January 29, 2010, 06:31:37 am
Idk about how he starts his swing, it's kinda odd that he'd lift up his sword and then swing. Personally when I go to swing a sword, i'd swing it upwards, then thrust it down or across.  But this is a HUGE improvement over the swing in the first post, he had no body movement which would make the swing fairly weak.
 :y:
Title: Re: Roman sword/walk animation
Post by: alspal on January 29, 2010, 06:46:39 am
cheers.

I filled it out.

(http://dl.dropbox.com/u/1024727/sword5.gif)
Title: Re: Roman sword/walk animation
Post by: NaCl on January 29, 2010, 07:05:27 am
Speed is distance per unit of time. In an animation, the unit of time is one frame, and so the speed of an object is going to be demonstrated by how far it moves between frames. Acceleration is distance per unit of time, per unit of time. Like, a car accelerates at 10 miles per hour per second. For an animation, acceleration or deceleration is defined by how the distance moved between frames changes.

You obviously don't need to do any math when animating, but you have to consider the concept, and how it applies to what you are animating. For a sword swing, then the swing will start slow as you fight inertia, then increase exponentially until a point. Right now, it looks like that point is being reached too soon, and the sword moves too slowly at the crest of it's arc. If you look at a street fighter animation, or something like that, you will see when they kick the leg goes from bent and retracted, to fully extended and taut. This is because if they added any intermediate frames there, the kick would look slow and weak. The animations don't look choppy or anything though, because there is plenty of smooth build-up to that point, and plenty of reaction to the kick afterwards.

I suggest you try and take out one or more intermediate frames, and see if it gives the swing some more snap. Also, adding in some preparatory and subsequent animations, even if they are slight, will help it a lot.
Title: Re: Roman sword/walk animation
Post by: alspal on January 29, 2010, 07:50:18 am
Thanks NaCl, that helps a lot.

I removed one of the middle frames, so its a bit more snappy. Hopefully its getting better.
(http://dl.dropbox.com/u/1024727/sword6.gif)
Title: Re: Roman sword/walk animation
Post by: Jad on January 29, 2010, 02:35:36 pm
Dude, I'm in a rush but I feel the need to pop in and say that you're doing great and grasping all these concepts very well <3

brings a tear to an animation enthusiast's eye ;  U  ;
Title: Re: Roman sword/walk animation
Post by: alspal on February 05, 2010, 01:55:56 am
Thanks Jad  :lol:

I made another couple of strikes for him, is the sword motion blur thing okay?

(http://dl.dropbox.com/u/1024727/sword13.gif)
Title: Re: Roman sword/walk animation
Post by: Olothontor on February 05, 2010, 02:18:38 am
Rock on! Great work, you're progressing well, and while I know near-to-nothing about animation, these look fantastic.

The 'combo' swings look great, and the 'swish' effect is neither too much nor to little.  :y:  :y:
Title: Re: Roman sword/walk animation
Post by: Jad on February 05, 2010, 11:02:22 am
Before his last strike where his sword ends up behind his body - just delete the frame just before the sword reaches behind his back. The one that's just a white sword blur. It looses a lot of oomph due to that frame, better get rid of it! Looking wonderful btw.