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Pixel Art / Re: Help projecting power to this animation
« on: December 06, 2018, 09:03:27 am »
This is looking great already! The overall timing is perfect  ;D

The way I would add more power is to make sure that your build up happens in the opposing direction to the ultimate motion. So ideally you want the figure to squish downward before springing up. And then you want to have a longer buildup of energy, keep squishing a little more every frame, really ease into the final pose, and then hold that final pose for just a moment before releasing.

And I would take another look at the feet, having them spring in and out makes it appear to release it's energy early before the big motion. Have everything moving in one direction for the whole duration of the buildup.

As for the effects you really can't overdo it. Use lots of frames, lots of little tendrils and flecks of light that slowly fade away. Especially for the launch. Rather than having the effect move upwards like it does try having it dissipate in place (i.e. make it thinner and break apart a little frame by frame until it is gone)

Overall I would say the biggest thing you want in your timing is contrast, you want the buildup and the fade out to linger as long as you can and have the motion happen in just one frame like you have now.

Good luck  :y:

Pixel Art / Re: First time animating a walk cycle - help!
« on: November 30, 2018, 01:40:25 am »
I can definitely see that you're on the right track here! A few tweaks to the 5th version and I think you're well on your way to a nice walk animation :y:

The main problem with the top 4 is that your arms and legs are swinging on the same side. Your left arm swings forward with your right leg and vice versa. Which you have done with the 5th.

The primary issue with 5 is that the left and right swings of the body don't match. In a "perfect" walk the left and right leg and the left and right arm will do the exact same motion, only flipped and offset by 1/2 the length of the animation. I would also say that the angle of your feet doesn't match the angle of the torso very well.

Rather than starting your rough animation using lines for all parts I would recommend starting with 7 balls/dots. The torso, the hips, the head, the hands, and the feet. You can just move those around easily frame to frame until you find the right motion.

Good luck  ;D

Pixel Art / Re: skeleton figure; first attempt on movement
« on: September 24, 2018, 04:31:56 am »
It's difficult to tell what you're trying to achieve here. Seems like you've got the character moving which is a great start though! I think if you have a clearer plan for what motion you want to achieve you're going to find yourself a lot more inspired with how to proceed. What exactly is it that you want the character to be doing, and what are you trying to communicate with that motion?

I'd also recommending thinking about all three dimensions when you're animating. Things like the pelvis, ribcage and clavicle rotating in 3d space will add a lot of appeal to any animation.

The character is a pretty complicated choice for 2d, and especially pixel art. All of the small bones in the hands and feet are going to cause you a lot of headaches. What is your reasoning behind this style? Is there any way you could go back and consider an approach that is either more suited to pixel art or a technique more suited to this size and shape of the character?

Looking forward to seeing how you go ahead with this  :y:

Pixel Art / Re: Sprite Advice
« on: September 24, 2018, 04:18:29 am »
This is looking great so far! Your colour choices are actually really good ;D

The main issue is the shading, as it is you tend to shade all around the edges of each form. It would be better if the light was coming from a clear direction and the shadows help to convey that. The shoes are shaded in a fairly good manner.

In a lot of cases, especially on the scarf and the pants I think your drop shadows are too much. I've made an edit just on the shading to help you in that direction. Consider how you can use shading to show off the type of material you're drawing, how shiny is it? What is its texture? Is the surface flat or does it curve and ripple?

Anatomically I didn't change anything but going forward you may also consider a couple of things: The scarf doesn't really wrap around him in a way that makes him seem round, same goes for the waistband of the pants. His arms are a bit too short. And his head is very wide and round, the head is a little bit taller than it is wide generally speaking.

Best of luck!

These are looking really good! I wouldn't be too concerned about them looking too similar to your references, I didn't peg them as tactics advanced.

I think the biggest issue you're having is with your colours. I think you should try using fewer shades per colour. For a sprite this size it's creating a lot of muddiness. Consider using fewer shades with higher contrast.

The outlines on the boots in the first sprite being lighter doesn't look very good. And generally I think your outlines could be a bit darker.

Try to avoid having big staircases of differently coloured pixels like you see on the mermaids tail (called banding if you would like to learn more), instead try to use bigger clusters of pixels to describe the shape.

Be very careful with small details like the green in her hair and the spots on her scales. Having single pixels or very small patches of distinctly different colours can look like noise. Try making them a bit bigger, exaggerating details like that is often necessary in pixel art.

I love the idea for the goblin enemy ;D Keep it up this is all looking really good, a little more polish and these are solid assets :y:

Pixel Art / Re: Kitchen Knight: Art & Animation Critique
« on: September 15, 2018, 11:00:22 pm »
This is great! Love the character.

Only have a couple of things to note:

In the preparing to attack animation his legs get significantly longer.

And your highlights on the legs could be a little better in the fighting pose, try to not have them hug the edges of the forms so much.

Consider using the light on the apron to create waves down the cloth rather than just having it blow to the side for a little more appeal.

Keep it up! Can't wait to see more  ;D

« on: August 18, 2018, 10:51:03 pm »
Wanted to clarify that animation in a small number of frames is certainly possible! Just that if this piece is intended to help you learn animation techniques that challenge is going to severely limit the types of things you can do. A higher frame count, or at least not using the idle frames, would serve you better in terms of understanding what techniques you are using and how a walk animation works. The better you understand those things the easier it will be to make a convincing animation under a set of strict limitations.

« on: August 17, 2018, 11:22:35 pm »
Animating under those restrictions is probably not going to be the best way to learn since it forces you to disobey a lot of fundamental animation concepts. If this animation must be made like that then there isn't a huge amount you can do, just make sure your swing poses are really solid, try having him shrug his shoulders and lift his hands a bit to add some extra oomph.

Arcs refer to the idea that objects in motion follow a path, and that path is often an arc. This can be for various reasons, on a human it tends to be because our anatomy is essentially a series of levers, and when you rotate one end of a lever the other end traces out an arc. In nature it is caused by things like gravity and air resistance which erode the trajectory of an object, causing it to move in a smooth arc.

So when we start animating often we will draw out (either in our mind or on the paper) a path which different parts of the character/ object will take. And then we decide where along that path to put the object on each frame, where you put it on each frame is called spacing, and this changes what kind of energy an object appears to be moving with, i.e. whether it's speeding up or slowing down.

Pixel Art / Re: Light Elemental Boss
« on: August 17, 2018, 11:11:30 pm »
Haven't had a chance to go into this all the way yet but I wanted to give a quick update and respond to the feedback  ;D

Decided to go back and look more heavily at the pose and see how that would inform the design of the suit. I think having the upper arms detached from her actual arms is going to be a lot easier to manage in the end, so she won't have a conflict between short upper arms and long/thick forearms. I want her to have a bit of a kickboxer type thing going on so I've started going that direction with the stance. The lower arms are meant to be primarily for defence, I'm somewhat concerned that they're going to make the pose less dynamic. My initial plan was to have them crossed over the body like a shield so I may explore that a bit more in the future.

pistachio: Thank you so much for the edit! It looks amazing and has given me heaps of inspiration for how to do the rendering. I like the way you made the non glowing parts very dark, I think that's the right move, it gives a sense that she's so bright it changes the exposure level at which you see her. I also love the push toward spikeyness, her hair looks great! I really just threw the hairstyle together so I will take a closer look at that as well. And having all four spikes really visible is a really obvious thing I should have been doing, considering the player will need that information.

Rydin: Thank you ;D Having her glow onto the armour was also my first thought but I came up against the same issue that it was kind of hard to read and difficult to animate. I'm definitely going to push harder for the stone look when I get to that stage again and I will see if there's some way I can incorporate the lighting onto the suit, I'm thinking maybe harsh rim lights. I might lean on the fact that I have a dark background and not be so precious about the idea of having outlines.

« on: August 17, 2018, 09:26:31 am »
Is there a reason you are sticking to so few frames? It won't take a tremendous amount of extra time to make a few more frames and you can get a wealth of extra character from it.

It definitely comes off with the attitude you intend which is an excellent start for so few frames. My suggestion is that rather than using the standing frame as an in between try using 4 unique frames. Make it clear that when the feet are swinging past each other one of them is in the air and one of them is on the ground.

I assume the finish is very preliminary at the moment but make sure you go in and make subtle changes to things like the angle of the chest and belt, as well as adding some movement to the hair.

This is a great start! If you have any more specific issues you'd like some help with please go ahead and ask. All I can say for now is keep pushing it  ;D

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