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Messages - miro42
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21
Pixel Art / Re: [C&C] Sidescroller Animations & Pixel Art
« on: July 18, 2014, 07:41:39 am »
Hi Yukie, here's my edit of how I suggest you do what you had envisioned.



The scarf looked way to close in color to the shirt, so I just assumed it was the shirt.  Make it another color, I just did greenish, but at this resolution it almost looks like the hair, so maybe a nice bright red?  Don't listen to me on color, I'm terrible at it.

To separate the shirt from the jacket I removed one of the shirt pixels, so it's clear they're on a different level.  As well I gave a popped collar to the jacket so it doesn't seem like it's just an overshirt.

I added some contrast to the skirt's checkerboard pattern, because it looked to similar.  You could probably go further with it, maybe even adding in some color so it will look very different from the jacket.  Or change the jacket color, maybe?

The cyborg arm is a tough one.  I gave her hand a skin colored pixel and just added one darker pixel where her cyborg elbow should be.  Maybe you can make her human arm sleeveless to give it a bigger contrast.  If you don't want to make her arm sleeveless, then I suggest going with a new color as it's too close to the cyborg arm.

I hope that helps!

22
Pixel Art / Re: [C&C] Sidescroller Animations & Pixel Art
« on: July 14, 2014, 08:08:37 pm »
The arms still look like they're sliding as they always stay on the same line. 



I've changed the arms so when they're at the end of the swings the "hands" kind of flit up.  You'll notice also that I cut down on the secondary animations like the skirt flowing and the body shifting (which I realize I started that :P) mostly because I was so distracted by it that I couldn't figure out what was wrong.

As rikfuzz said the head needs to be up a total of twice, when the feet are in the passing position (the planted leg is fully stretched up and the other leg is passing through the same other leg), so I went ahead and did that. 

After that I found that it was odd that the was not moving down when the torso went down, which really didn't make sense, so the skirt moves down as well.

The thing that I think bothered me the most until I figured it out was that both feet were never on the ground at the same time.  It's sort of a type of running when you do that. :D  I also messed with leg positions so that they would move a little smoother.  As well, I added the front part of the foot only on the planted foot.

The head jiggling that you did I think would be fine but it's too choppy as it is.  I think if you held the head down at the bottom for another frame or two it would be less choppy.

On the hair I added a little bounce.  Not really sure if it looks good, but there you go.

I'm incredibly tired so if something doesn't make sense, I apologize. :lol:

23
Hey RedSuinit.  Here is my edit and advice on how you should proceed.



As Yukie mentioned earlier your dude has gorilla-arms-disease (which seems to be a common problem).  I've drastically raised his elbows.  Anatomically, they usually fall right above the love handles or higher.  I also gave him longer shins, because they were so incredibly short. 

As far as posing, I raised his left arm, because with both hands down by his waist it seems more like he's doing a naughty dance, or getting read to roll some dice, neither of which makes me think he's ready for a fight.

As far as blandness, I gave him to stripes on his shoulder just to add something, a belt and buckle, because bad dudes wear belts and it helps break up the torso from the pelvis.  As well I slightly hinted at pockets on the jeans.  You'll notice also that I gave a ring for his neck.  Before it seemed king of  like he wore his shirt on backward so it was riding up his neck.  I also varied his jaw a bit so it's more manly and tough guy like.  Before it was too soft and pudgy. 

Last piece of advice, especially since you're new to pixel art (not sure if you're new to art in general):  on complicated pieces like this, you should really fine tune the anatomy of your character, style and costume, and especially the pose, before starting to animate.  It will cut down on development time when you have to make a correction and then go through every frame and correct it (this is only 5 frames so it's not as big a deal as it could be).  So in short, put up a still picture of your character, get critiqued on that, then once you're satisfied, move on to animating.

Okay, one last piece of advice:  if you think something looks wrong with your picture, flip it horizontally (meaning if he's looking to his left, flip it so he's look to his right).  Almost immediately, you'll notice what's wrong.  If you don't, then flip it vertically so he's standing on his head.  If you still don't notice what's wrong then post so you can get some C + C. :D

This time I mean it, last thing:  honestly, my edit can be pushed much, much further.  He still kind of looks like he's just standing there, maybe looking at his invisible phone.  Bring up both of the arms even further, so they're actually almost chin height and he'll look ready to punch someone's face off.

24
Pixel Art / Re: Esmeralda [C&C]
« on: July 14, 2014, 07:46:37 am »
Hey Tijjer.  Here are my comments on your drawing in gif format.



Now here are my comments in text format.

First, Esmerelda is suffering from gorilla-arms-disease.  In frame 2 you'll see how far her arm goes down.  Now assuming that you weren't planning on adding legs, then you'll see the problem with this:  her hand can touch her ankles without bending down!  And if you weren't, I provided frame 3 which is just a general guideline of where her legs should be based upon her arm length (and I realize that my drawing doesn't give her a crotch or anything, so just imagine; the length is the important part, although it's still a guideline). 

Frame 4 is also a comment on her position.  It looks as if her left hand is resting on her left hip.  This is fine, but probably not a very common or comfortable pose (try it) because it seems her right hip is actually hire than her left.  So my edit is really an alternative, which might make more sense.  Push that left hip up and out and then tilt the shoulders the opposite way of what they are now.

Also, I'm not sure if you skin colors are what you want.  As it stands, it kind of looks like she's wearing a mud mask.

I hope that helps.

25
Pixel Art / Re: [C&C] Sidescroller Animations & Pixel Art
« on: July 14, 2014, 07:22:09 am »
Here's a quick lesson on arcs in animation.  Everything moves in an arc.  If it doesn't move in an arc it's wrong (again, unless you know what you're doing).  The human body moves very much in arcs, and it's probably not more prevalent than in the arms.  This is a very, very, very crude representation of something in that book I told you about:



On the top-left is a pendulum (think grandfather clock swinging thingy).  When it moves the weight (circle part) moves at an arc, because where it pivots is stuck in one spot.  Right now your arm movements are doing what the bottom left drawing is which is the wrong thing to do.  When the weight moves it just goes straight across.  If you think about it for a minute you'll understand why this is wrong.



...Pencils down.  Let's see your answer!

If you said that it's because when the center pendulum is in the center position, the suspension (the long stick holding the weight) changes size, then you are correct!  Obviously, a static solid object cannot change it's size, thus the pendulum has to move in an arc.

The super excellent right hand drawing is supposed to be an arm (if you squint hard enough ;) ), which oddly enough looks like a pendulum!  The top circle is the shoulder, or the pivot.  The second circle down is the elbow, or the weight of the pendulum.  Now look at your arm.  Go ahead, don't be shy!  Now move it every which way you can think of.  Does it ever, even once, change it's length from shoulder to elbow?  I will just assume you are a normal person and that your answer is no, it in fact does not change in size.  So from this little experiment, which of the two left hand drawings will more closely imitate the actual swinging of your arm?  Yes, you are correct.

To further illustrate the point, I've taken the liberty of drawing the forearm down to the hand in the pendulum/arm exercise.  You'll notice that the wrist is also moving in an arc, and the hands move in an arc.  Now think about why this is.  If you need a hint just read the above paragraph. :D

So, in answer to why your characters' arms look funny, it's because they are sliding along the same plane, rather than swinging from a pivot.  Does this help?

If you're wondering why I didn't address this in my own edit of your animation its because I forgot about it.  :lol:

26
Pixel Art / Re: [C&C] Sidescroller Animations & Pixel Art
« on: July 12, 2014, 08:49:43 am »

Pallete? You mean... the amount of shades?


Yeah, that's what he means.  When you use less colors it makes it much easier to animate, especially when you have to make corrections.  Once you actually get the animation flowing smoothly, then you can start adding details, but the animation is the most important, so always remember K-I-S-S (keep it simple stupid (a great thing you'll learn from that book I linked to earlier)).  So for Fear, just one color for the hair, one for her suit, one for the front leg and front arm, and then another for the back leg and back arm.  Honestly, for the face if you can just cut and paste since it's already done, but in the future just keep the face a plain fleshy ball until your animation is sound.

Also, something I didn't notice before, try and get a greater contrast between the front limbs and back limbs.  Especially when it's at 100% they both look very similar in color and it can be confusing.


Oh, and I tried making a sword swing animation separated from the character. I think it didn't go so well... but here it is:



My first thought is that its entirely to fast, but I think that might be because you don't have a pause before it loops again.  Sword swings are very fast so it might be right on.  Having no other visual reference around it however might also lead me to think it's too fast.  I always assume everything is too fast.  When I started animation school, every single person in the class was told to slow down, so if you're just starting off, that's my advice, even if it's perfect the way it is. ;)

27
Pixel Art / Re: [C&C] Sidescroller Animations & Pixel Art
« on: July 12, 2014, 06:06:35 am »
Hi Yukie and welcome!

First off I want to say that this sprite is very cute.

Here's my edit:



Now some explaintions.

Your walk cycle has a good start, but I feel that while you were animating you kept forgetting which arm/leg was swinging which way (I do it all the time :D), so I made sure the darker leg was always in the back.  This seems like a small thing but it can really mess everything up.

Second, its good to see you swinging the head from side to side, but at it's current speed it is far to jittery.  I slowed the whole animation down and kept the head looking in one position, which is not really necessary, but it will help you slow down and animate a little easier, should you choose to rotate the head.

I also gave the head just three positions so it doesn't jitter as much.

You can keep the animation as fast as you have it because it gives character to her, but the faster the animation the less movement you should be doing.  I realize that the way I animated her it looks more like she's strutting around, but it should give you an idea of the movements.

I also highly, highly, highly suggest getting this book if you don't have it alreay:  Richard Williams Animator's Survival Kit.

I hope that this helps and can't wait to see more of your stuff. :D

28
Pixel Art / Re: [WIP][C+C] Child (maybe hero) running Animation
« on: July 12, 2014, 04:25:49 am »
Once again I feel the burn out coming from reworking.  I added some light and shadows to other spots and cleaned up some of the pixels.  Not really finished, but for now it is.

Enjoy.



HAH!  Right as I was about to submit this I realized the whole right hand thing you were talking about, 32.  So I went and changed it.  It's better, I think, not perfect, but better.

29
Pixel Art / Re: Super New to Pixel Art.. Could use C+C
« on: July 12, 2014, 12:45:03 am »
Hey Xaefo.  My first thought is that you need to understand the basics of drawing first and foremost.  Pixel art seems like it should be easy, but it actually takes a lot of knowledge of anatomy and how things work together in order to get something to read on such a small scale.  It took me awhile to realize that it was in fact a rhino head and not an alien with some antenna. 

In all art, and especially in arms and legs, you need variation.  If they're the same, then it will look static and boring.  Honestly, you could have done anything else to the arms and legs and it would look better.  Mirror images are rarely a good thing, unless you have a specific purpose behind it.

Also, I'd work on how to draw a head in 3/4 perspective.  Unless the entire body is in a profile position (fully side, like Mario), then the head needs to look three dimensional too.

When a character is one color (except for his undies) then you'll probably need to use some shading to break up the flatness of the coloring.

Here's a quick edit to show you what can be done in just a few quick minutes:



One last thing on posing.  First start off in all black.  Make a silhouette of what your character is doing.  If you can tell from the silhouette who a character is and what he is doing then you can start going into colors and details. Here's an example of silhouettes from the game Team Fortress 2.  All are very unique and instantly recognizable. 



I hope nothing I said was too harsh.  :D

30
Pixel Art / Re: First forum. First pixel art.
« on: July 11, 2014, 11:41:38 pm »
From an animation standpoint the one thing that stuck out to me is that the eyes go bad and the mouth opens at the exact same time.  What you should want to try and go for is what's called overlapping action, meaning that not everything moves at the same time.  It creates a weird, static look.

Here's a quick edit, simply adding one frame where the eyes go evil before the mouth opens.



A question for you:  Is the skull supposed to be looking down as his mouth opens?  The shading and movement of the whole skull suggests this but the eyes stay in the same spot which means that it's not really looking down.  To change this you'd only need to move the eyes and nose hole down a single pixel.

12 Principles ofAnimation Check this out for quick reference.

Richard Williams The Animator's Survival Kit Check this out if you really want to get into animation.

EDIT:  Also, welcome to the forums!

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