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Messages - robotacon
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21
Pixel Art / Re: Professor walking
« on: June 08, 2009, 03:27:27 pm »
I apologuise for being rude, especially to TrevoriuS. Sorry.

22
Pixel Art / Re: Professor walking
« on: June 08, 2009, 02:51:13 pm »
Helm:
What do you mean my key frames are washed in with the tweens?

What kind of anticipation is it you're looking for? I'd say that the contact frame I call the heel-strike where the heel is just about to touch the ground is an anticipation frame.

You say it's all too linear and in your edit you removed frames to make it less linear but by doing that you totally destroyed the step length. I'm aiming for linear movement of the feet on the ground. Anything else would need me to move the character at an irregular speed in-game. Now for the Professor that might actually be a good idea because then you could make it look like he had a limp but for the running guy it's out of the question.

You and the others say the torso is too stable and I'll look into it. How much does the torso move when you run and so on. From my experience the head does not move that much when you run/walk and the head is mounted on the torso so it shouldn't move that much either but I'm willing to try it out. There's definitely some twisting motion that I might put in there. It was an error to add vertical head movement to the old Professor. I was going to something cartoony and it failed.

hsn2555:
Thats a great idea. It breaks the monotony of the upper body elegantly.
I thought it was going to look too wild but it looks great. I'll see what I can do.
I think I know how to use the bending of the knee to delay the step and then take back the loss in speed later on so that the overall speed is constant. Nope it doesn't work but I might add an irregular walking speed.
Thanks!

23
Pixel Art / Re: Professor walking
« on: June 08, 2009, 01:32:14 pm »
I didn't say I didn't get any useful feedback from ndchristie in relation to the artwork, I said I didn't learn anything from ndchristie about the process. That's why I put headlines on the different parts of the post to separate what I was talking about. The same thing goes for the valid discussion about weight. It's a talk about the animation right and not the method I use? See... you didn't learn anything from ndchristie either. All he did was say I'm doing it wrong but there was no lesson to be learned, no tips on how to think or anything that I myself haven't considered and processed myself.

If I was practical about animating I would draw ten times less frames than what I've got now. The number of frames needed for each character grows like crazy only because I want smooth animations. I'm not lazy when it comes to animating but with a lot of frames to be drawn I like a simple style. That's why I've got so little rendering and so on.

*facepalm* How can you say I'm trying to deflect the critique I'm getting on my results when that is what I'm fighting for at the moment. YOU deflect from the discussion on the results to a discussion about method. If we are going to talk method for gods sake post some examples or references or anything for me to bite into. Talk is cheap.

Using key frames is animation 101... Am I not using key frames? I've got two mirror key contact frames on frame 1 and two 7 with matching passing positions on frame 4 and 10 plus two extra key frames that double for jumping frames. That's an animation technique I haven't seen anyone use in gaming before. When jumping I keep running the cycle until I hit the jump-frame and then I freeze until I land when I continue the run cycle. That makes for really smooth jumping action. Also I'm currently working on easing in and out of running using different running speeds so I have a loop for 4 pixel running, 2 pixel jogging and 1 pixel walking that I can switch between seamlessly. All that would be impossible without using key frames. I also animate by doing the key frames first and then doing passing frames and adding the in-betweens after that.

Now TrevoriuS is telling me I should draw the hip first and work from there to the torso and onward which I think is terrible advice. He says you should finish your key frames entirely before working on and not animate limb by limb. I on the other hand think it's justified to animate limb by limb. You seem to think that I don't consider the animation as a whole but I do. I plan and project how things should move and then I do straight animations which might need some touch up at the end but that is not as big of an issue at the size I'm working at. It's not the same as some people do when they draw everything but the head and say they are going to add it later on which I think is really bad practice It's not the same as drawing everything but the arms and say that you want to finish the legs first. I iterate through the entire body but I don't work one frame at a time. I work similar to what Richard Williams suggests in the Animator's Survival Kit where he discusses Straight Ahead animation and Pose to Pose animation and how you easily can combine the two different techniques first getting the general movement and then do separate runs on different body parts.

You think you know how I work and then you tell me I have a bad method when in fact I just did a crappy animation because it's not easy to animate things moving slowly. Try for yourself, it's much harder doing a slow walk than doing a fast run.   If you point out errors I've made I will most likely change them because I listen to advice. If you tell me I should change my method then you have to showing me your way of working and then I might adapt some of that but without showing any examples it's all talk.

You say you don't know that much about animation but you defend ndchristie and TrevoriuS over me so you have confidence enough to trust that they know what they are talking about and that I don't.

I think my method rules! There's not a problem that I can't fix, because I do it in the mix!

24
Pixel Art / Re: Professor walking
« on: June 08, 2009, 10:06:06 am »
About reviewing:

I love Pixelation because of the reviewing system. I wouldn't be here if it wasn't for it. I can't stand 15min at Pixel Joint with their judging system.
You owe me nothing, you can review me any way you see fit. I will however answer back to what I think is bad advice.
I'm not searching blindly after good results. If you look at my history I follow advice and post edits. I don't agree that working iterative is wrong.

About process :

In your edit, Helm, you lost the contact points and you disregarded the running speed but I still felt that it was advice I could use because I could see around what I felt was bad practice and listen to the essence of what you said.
From ndchristie I learned nothing and TrevoriuS is promoting some of the worst animation advice I've heard.
You say that I've got the wrong workflow... which gives bad results... so you don't like my results? Perhaps you don't even like my style.

The artwork for this project is very different from what I've done in the past and it's not like any other game I've seen. It might look like pixel art but it isn't.
I haven't got a fixed palette yet but I've been using Arnes 16 colors until just recently when I made a new development palette.
If you want reasons to attack my process I can give to a handful more things like that which you might think is part of an insane process.
I haven't talked much about it at Pixelation because I want to get honest feedback without people asking why I do things backwards.

I don't think it's wrong to animate one limb at a time. I do it in this project more than any other animation project I've done but even for pen and paper animation I think straight (not even or linear) animation between two key frames one limb at a time is perfectly fine.
I think it's useful to be able to go back and make edits. Seriously... my final artwork is about as simplistic as your, ndchristie, animation sketches that you do before going into full rendering. I can afford doing several edits without it hurting me.
I look at the animation as a whole and I am not afraid to redraw things from scratch but I also aim for a unified style. You ndchristie is working on a game where everyone looks exactly the same with different clothes. That's your design decision that works for you but I think i need different types of character models so I work on them all as a whole. You think I stare at one limb at a time when I'm looking at the whole family of characters at a time.

About the art:

I think you've all been right about stiffness of characters but I think you're wrong about weight of characters.
A lot of the time I have only one pixel to play with and I want to use as little sub pixel animation on key features like the head, gun, shoes and other features.
I also want to not use that much anti-aliasing or dithering at this point because the game engine takes care of that.
I'm sure the style has more to do with voxel graphics than with pixelart.
I hate myself for giving this secret away but I'm using projection to color the characters and all the characters have their own skin that can be edited which transforms the entire spritesheet.

The challange:

Make your own original old person walk cycle no bigger than 27x27 pixels.

25
Pixel Art / Re: Professor walking
« on: June 07, 2009, 09:00:52 pm »
Is this better?  =>

Here's an alternative run for the Rubin character with some added weight.



26
Pixel Art / Re: Professor walking
« on: June 07, 2009, 08:29:47 pm »
Here's an edit of Professor Alpha, discoverer of the channel with the same name.


The reason I posted the Professor in the first place was to discuss how hard it is to animate someone moving at a slow pace.
I feel bad for posting him at the state he was in, I know I won't do that again.

One way of slowing things down is to have different parts of the body move at different speeds like how the head now moves only in two different positions and the arm pendulum moves on 3's.

27
Pixel Art / Re: Professor walking
« on: June 07, 2009, 06:58:14 am »
first, impressive work done on the previous guy.

My impression is that your professor is too rigid.
For an old guy like this, he stands too perfectly right, and moves too perfectly his feets. If i was in the school, i'm sure i'd be plotting to see whether he's hiding a robotic walking prothese ...

I suggest you work on giving him more character by bending him, make his walk irregular. When getting old, it's hard to stay on a single foot during the walk, so the "passing" phase of the walk tends to be faster, but at the same times, knees hurt and won't let you move your leg smoothly.

Yeah the professor is too rigid I can see that. The problem is that it's much harder to animated something moving slow than something at high speed at this size. He only picks his foot up one pixel over the ground but it still looks like he's standing too much on one foot. I'm going to try making it look like he's walking in slippers but I'm afraid it will look like he's skating but it might work. I'm going to drop the arms straight down too since it currently looks like he's dancing the twist.

I like you're idea of adding more character. Perhaps adding a cane might do the trick. Another might be to make him younger so the age fits the walk better.

I think the arm is coming way too far forward.  He'd throw off his aim as well as his balance.  Don't try things out on a treadmill, try them out on real ground.  You can't train for a boxing match just by hitting a bag all day, and if I can run around a bed-stuy block with one arm out without getting jumped, you can too :).

If he is going to flail like a madman, he can't keep his aim up like that.  when one shoulder comes forward the other hangs back.  that's not just a fact - it's the whole point of moving your upper body while running.  It builds momentum and it keeps the body moving in a straighter line.

For the gliding issue, i see 2 things : there's no weight, and everything is completely even.  I agree that you can't change the placement of the foot on the ground during contact, but you haven't attempted to change the placement of the body over the foot.  Even Olympic sprinters who spend 99% of their time in the air still don't float.

The same goes for the doctor - he's a floating torso with the leg motion just for show.  I get the feeling that you're animating these all as separate pieces and then wondering why they don't work as a unit.  He's not only rigid, he's stunningly stable - more than is humanly possible.  what's worse is that when you start this way, now when you try to animate the body to compensate, it will only look bad, because the animation wasn't part of the action considered from the beginning.

It's all a matter of process.  Bad process leads to bad results no matter how much work is done and no matter how many problems are addressed.  Always start, work, and finish with the whole advancing in front of the parts.

No need to add insult to injury. Somehow you managed to review my methods instead of the "pixelart". The biggest flaw in my process is posting unfinished material here for people to review but to me that's a good way to get feed-back and it's usually fun both to post and review and make edits. When you say I'm not doing it right I take offense.

The one thing I felt I could take with me is the guy running and aiming at the same time. I might consider adding a pure running animation and only aim when shooting and drop the aim a couple of frames after each shot. I've tried that in the past and it looks good if you add a sufficient amount of time between the shot and the dropping of the aim so that the character don't wave their arm up and down like crazy during a fire fight.

I'll return when I've got edits.


28
Pixel Art / Professor walking
« on: June 05, 2009, 10:37:34 pm »
Thanks Helm. But the frames need to be evenly distributed for the feet not to slide when this character is put in the game. I've tested it and anything but constant foot speed on the ground looks aweful. Perhaps you mean that the foot in the air needs to travel at a less even speed that I might agree with. I think it has the right amount of snap as it is though.

I've started working on the professor character now. This one is much harder because he's only moving one pixel per frame which actually makes it much harder to animate at this scale.



I think I might need to start using sub-pixel movement to a much higher extent.

Also does anyone have a better idea of what to do with the arms? The character is moving slowly but can use a bunch of gizmos like a defense energy field and other tech that I haven't figured out the game mechanics for yet. Perhaps I can put some kind of remote control in his hand or something like that?

29
Pixel Art / Re: Hobo Heaven
« on: June 05, 2009, 06:27:53 am »
I might be wrong but aren't vanishing points most effective when they are placed at eye level?
If you place the vanishing point for the doors in the center the guy will look like a giant.

This picture should have at least three vanishing points i think; one for the wall/door and two for the cart that is rotated in relation to the wall.

30
Pixel Art / Re: Teen hero running / gunning
« on: May 30, 2009, 09:55:30 pm »
First of all I have to thank you Helm for pointing out that the character needs shoulders. You're also totally right about the pendulum motion. I took a run on a treadmill today and it was almost impossible to extend one arm straight forward and not have the other arm wave back and forth like crazy to make up for the movement of the rest of the body. I think I had some kind of ninja-running in mind at the beginning but for that to work you would have to have a completely different step length and... it was just a mess.

I don't understand what you mean when you say the number of in-betweens weaken the key frames.

I like the color edits and I'm going to add highlights later on when I've got a solid palette.



In this edit I added the arm pendulum and a shoulder. the belt is following the body better and the leg is not kicking back as much which I think was the thing that was out of synch that I couldn't see. The extreme position of the two legs should happen in the same frame (or frames since it happends twice in per cycle) but the leg kept kicking backwards which made the whole run look sloppy. On a side note the child characters run at 3 pixels per frame and the older characters run at 4 pixels per frame.

I tried this edit in-game and it looks much better.

I also bumped up the speed since I don't think I should drop any frames. I've got this rule (that may of may not be a good thing) that characters have 10 (children) or 12 (teens and grown-ups) frames in their run depending on how tall they are. If I make a really tall boss that guy will have to have even more frames to his run which will result in a slower cycle but not necessarily a slower run.

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