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Messages - McStinkus
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41
Pixel Art / Re: [WIP] Need opinions on running animations
« on: August 01, 2008, 07:11:24 pm »
To respond, Whichever of these I choose to continue forward with (with your help) will have the hips rotate, some torque in the shoulders and a good deal of recoil and bounce both up and forward in the step.  Of course to keep it ninja-ey the upper body should have the appearance of remaining static against the motion of the hips while still moving in a decent fashion.  It is very hard for me to picture what this is going to look like in any detailed sense.  But I'll figure that out when I come to it (or ask for more help).  Chimico: you have touched on my biggest problem understanding animation.  I have trouble interpretting the movement as you call it and making it more dynamic.  I believe I can understand what you mean but I have trouble implementing this idea.  Especially in a cyclic fashion with unrealistic movement in this case.  Things like sword swipes, his back dash, jump and others make a little more sense to me in order to time.  Big sweeps when the motion is fast (with some motion streaks if neccesary) and more frames when slowing or static, right?  I just can't picture whats fast or not here.  would his legs be faster at either end of the spectrum at just before contact or while hes pushing forward of the ground?  I've tried watching ninja scroll, yuma, and I'd like to watch some naruto (but from what I understand on youtube they all run with their hands back and body leaned into the run). I think its something one must practice but I'd love a good edit or some direction.   And I like the katana huge, its sort of a cartoony daikatana.  but if when I animate the slashes its no good for gameplay or too massive i'll shrink it.  Thanks for taking your time to help me out

42
Pixel Art / [WIP] Need opinions on running animations
« on: August 01, 2008, 09:15:41 am »
Here are three run animations I came up with for a vg character.  These were all created using the select and rotate tool in Gale so they are still quite ugly. Before I gussy them up, I have to decide which is best.  Note that toes don't touch or anything yet and bodies don't swivel yet either.  So torque aside, which of these do you folks prefer simply in terms of leg movements  Any feedback will be great. 



sorry about the weird stuff in the thrid one.  Thats an unused hand I may insert later but forgot to remove it for here.
In gale I run the delay set at 3/100ths or equivalent to get the speed I want.  IE and firefox have weird display problems with this.
And if you feel like CCing something near finished here's his standing pose:

again please excuse the unfinished nature of the above.
I think I like the second one the most, played fast it looks most dynamic and ninja-ey.
Thanks all.

43
General Discussion / breaking the rules?
« on: August 01, 2008, 08:30:05 am »
Howdy all,
I want to make sure i'm not breaking the rules before I post a question.   I'm making several high frame count animations (not too high, but all with a delay 1-5 fps).  In order to do my key frames I use the select and rotate tool in Gale (of course with the AA turned off to preserve my pallette).  I then extrapolate these keys into my whole loop/segment.  From there I layer over these and pixel my sprites so they don't like like a mode seven mess.  I imagine several of you hardcores find this pushing cheating.  However, since my final product is indeed full p by p pushed, is it cool to post WIP stuff here for CC?  for instance, I have two run animations half done.  Before I invest the tons of hours required to fully realize one into something pretty, I'd like to see which cycle people prefer over the other or help nudge me in the proper direction.  Note that what I would be posting would be just a few steps above line art.  Thanks!

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