AuthorTopic: running sprite animation. CC badly needed  (Read 7072 times)

Offline PixelPiledriver

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Re: running sprite animation. CC badly needed

Reply #10 on: May 01, 2012, 10:29:43 am
Break the problem down into many smaller steps:


Working in passes will allow you to isolate and refine.
Personally I prefer to use a single finished drawing and do all select tool animation for the first few passes.
Then I make another pass to make each frame more unique to show rotation and asymmetry and such (not shown here I mean many passes after this).
Although it is not the "traditional" animation process I find it much easier to work with and clean up.

Sorry for a short explanation but I'm out of time for the day.
You can check this thread for a very similar post from me that covers the topic more thoroughly.
« Last Edit: May 01, 2012, 01:12:18 pm by PixelPiledriver »
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline mattib

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Re: running sprite animation. CC badly needed

Reply #11 on: May 01, 2012, 11:15:57 am
thanks, now i was actually planning to re-do the punk walking cycle.
I am sorry to flood you guys with different sprites but I am working on a project with a lot of things and I prefer to develop them all togheter not to remain stuck with just one. 
your seems an interesting approach, i think that sometimes i did something similar on flash...I'll try that
btw the way you animated the legs reminds me of old Max Fleischer cartoons :D

i know they are still "wip" but, since you are the experts, if you have some opinions on the pixel art style i would like to hear it. The more I progress with the project, the harder is to change things. What I am doing is blending my personal drawing style with pixel art to make it look like a videogame. tell me whatever you think I'd need to change

Offline dtek

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Re: running sprite animation. CC badly needed

Reply #12 on: May 03, 2012, 05:44:22 am
Hi Mattib,
I had a blast working on finishing that rough animation I posted a few days ago, I hope it helps you with your own work, which seems better and better, especially the secondary action of the mohawk settling after the punch.



But I still spot some hiccups in you cycles, why not try to offset the frames, so if your frames are 1,2,3,4,5,6,7,8 originally, try re-arranging them as you work 5,6,7,8,1,2,3,4 then you can easily see how the cycle transition works between 8 an 1. I know with the software I use, Corel Photopaint, when I get to the last image in the movie file, I have to rewind to see it animate from the last to the first which isn't ideal. I also have a keyboard shortcut to flip between the frames fast enough to see the motion a few frames ahead or behind when I need to double check volume or arcs.

Offline mattib

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Re: running sprite animation. CC badly needed

Reply #13 on: May 03, 2012, 09:57:36 am
wow, it came out amazing!
i use graphics gale and yeah, there is the same problem. I think that it is also because im not very good at drawing legs :D
i'll try to play a little with frames as you said today.

Offline PixelPiledriver

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Re: running sprite animation. CC badly needed

Reply #14 on: May 03, 2012, 11:23:17 am
Quote
why not try to offset the frames
Quote
i use graphics gale and yeah, there is the same problem.

Actually there's an option for this.
There's no need to shuffle frames:






Aside from it showing the first frame in onion skin while on the last, you will also jump to the first from the last when you press Next Frame.
And vice versa.

Press F1 and read the documentation.
Go through each of the menus.
Especially File->Preferences.

There are more helpful features you're missing out on.
« Last Edit: May 03, 2012, 11:27:39 am by PixelPiledriver »
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline mattib

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Re: running sprite animation. CC badly needed

Reply #15 on: May 03, 2012, 11:41:17 am
Oh, thank you, that is so helpful!
« Last Edit: May 03, 2012, 11:43:04 am by mattib »