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Messages - KaiserPixel
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1
Pixel Art / Re: [WIP][CC] help with run animation
« on: August 22, 2019, 12:30:58 pm »
Thanks for the tips :), now I think it looks a little better, I made some changes, I fixed the flickering on the gun holster, also this time I changed frames 3 and 9. I also played a bit with the frame rate between 80 ms and 100 ms for the 8 frames animation and some things I saw from the tutorial. :y:

8 frames                                                     
Old New

12 frames
Old   New

A few days later...... :crazy:

After spending the weekend trying to improve the animation, I think it looks a little better, after redoing some things, with a little consistency  and a better transition in each frame, I think I initially had many defects in the character's anatomy (maybe still). If anyone has any advice. Thank you! ;D

I've done a clean up I have tried to draw each area as defined as possible, for someone who does not know how to draw by hand what advice do they give me to have an anatomy book or something?

8 frames full body 8 frames full body (with "passing" frame)


2
Pixel Art / Re: [WIP][CC] help with run animation
« on: August 20, 2019, 11:56:44 pm »
Hi thanks  :y:
I was trying some things, I created one of 8 frames and another of 12 frames, this time I followed the advice for the foot.

just legs

8 frames
in the animation of 8 frames I changed the sequence of the frames to "up,air,contact, pass", in this I still notice a strange movement in the back leg :-[
edit...full body

edit 2... test ground


12 frames
while in the 12 frame one I followed the Animator's Survival Kit as a reference (in this animation only the "up" frame the foot moves a little more than the others)



3
Pixel Art / Re: [WIP][CC] help with run animation
« on: August 19, 2019, 03:54:14 pm »


Some things I learned on this very forum about run/walk animations:

 - When in contact with the ground, the feet should move the same number of pixels per frame. I've counted them as you can see above, and your guy's feet are accelerating sharply. This will make it impossible to marry up the speed of the character with the platform he's on in-game.

 - A run animation includes an 'air' phase. In all your frames the character is grounded. Do a Google image search for "run cycle animation" and choose one to base your frames on. I like the Preston Blair cycles, but you may want something a little less cartoony:

http://www.angryanimator.com/word/2018/03/20/preston-blair-deciphered/

I find that it looks like his legs are scissoring rather than running, unless I look really carefully. The points above should help, but you may want to differentiate the front and rear legs and arms a bit more. Make the rear ones darker, the front ones lighter. It will help sell the idea of depth and allow our slow brains to pick out which is which when it's moving quickly.

Hi Chonky Pixel thanks for the help

I've done some edits, I just need to put into practice what you told me about the feets. I have darkened the back leg  and changed his arms and legs a bit.



for animations I'm reading the animators survivor kit and for this case I have taken as a reference of this tutorial
https://www.slynyrd.com/blog/2018/8/19/pixelblog-8-intro-to-animation

I wanted to make an animation of running but that this was not as fast or cartoony as you say

thanks :)

4
Pixel Art / [WIP][CC] help with run animation
« on: August 16, 2019, 08:38:08 pm »
Hi everyone, so far I have only drawn static things or some idle animations, I have tried to make a running animation (this is a second attempt, the first version I did not like :(), what things you recomend me modify?

this is the character

and here his running animation


It has become difficult to draw hands :-[, and there are still some details to be added such as the cape or poncho.

5
Pixel Art / Re: theater scene
« on: September 10, 2018, 03:34:10 pm »
Hi Curly, thanks for the suggestion
I have made some modifications I have also tried to change the color of the nearest grass

6
Pixel Art / Re: theater scene
« on: September 07, 2018, 07:25:51 pm »
Hi, YDVitamins,

Thanks for the help, I'll check those links

surely I have misinterpreted what Eishiya said (I am not familiar with some concepts of art) my knowledge is quite basic yet

Edit:
After reading a bit, I think I have mixed some concepts (hue, saturation) incorrectly. I see that the "value of color" refers to light and darkness. If I'm not wrong, I can combine it with the hue shifting

I have tried to make some changes, I will continue reading more and see what changes I could make. thanks again :y:

sorry for my english

currently:

7
Pixel Art / Re: theater scene
« on: September 07, 2018, 04:11:32 pm »
Hi eishiya,

thanks for the advice

I made some edits


This is the same as the previous one but leaving the brightness in the foreground grass


a new edit:
I have increased the space of the sky a little

8
Pixel Art / theater scene
« on: September 06, 2018, 07:46:55 pm »
Hi  everyone :)

I was creating a background to see how work with the characters I was doing lately.

I wanted to create a natural landscape that would serve as background for a theater stage.

any advice?
thanks! :y:




9
Pixel Art / Re: [CC] An orc and a mercenary
« on: September 01, 2018, 03:14:39 pm »
Hi tinytheghost, thanks!  :y:
I had not thought about that, good idea to use it in different backgrounds, I'll keep it in mind.

last orc version + animation :)

10
Pixel Art / Re: [CC] An orc and a mercenary
« on: August 31, 2018, 03:15:42 pm »
Hi MysteryMeat,
thanks for the advice
I had not seen him that way....:lol:

some edits about the mercenary (aka codpiece now :P):


I do not know if I move the sword a little more down or just remove it
although I plan to use them at 200x, I think it decrease the confusion in that area

edit (animation):

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