AuthorTopic: Human Male Base(WIP)  (Read 3392 times)

Offline A2J2TIWARI

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Human Male Base(WIP)

on: January 22, 2013, 02:29:06 pm
Hello there,



I am currently working on a top down RPG game which needs a human base. I've created the base, but I think it can be improved to a large extent. Please help me improve this.

Thanking everyone in advance.
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Offline YellowLime

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Re: Human Male Base(WIP)

Reply #1 on: January 22, 2013, 02:37:47 pm
Here's some butt-centric advice :D:

The buttcrack is too big-- I'd remove those two diverging pixels and only leave the "central buttcrack"  :lol:

And, the butt itself is extremely small, and maybe too high-- I'd either move the whole butt 1px down, ADD more BUTT, or both.

Also, I just realized that the up/down sprites have much slimmer legs compared to the sideview, you may want to patch that difference up.

Offline A2J2TIWARI

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Re: Human Male Base(WIP)

Reply #2 on: January 23, 2013, 06:22:08 am
Thanks for critique YellowLime :D

I've tried to fix up the issues, here's the update:

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Offline A2J2TIWARI

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Re: Human Male Base(WIP)

Reply #3 on: January 23, 2013, 11:11:36 am
Side walk animation:





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Offline Cage

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Re: Human Male Base(WIP)

Reply #4 on: January 23, 2013, 12:24:24 pm
The overall motion isn't bad, but there's two quite drastic problems:

1. Feet - it seems that they wiggle a bit, like they don't plant firmly on the ground, or the character would move on his heels most of the time.

2. Jumps in the animation - mainly from frame #5 to frame #6. There's very little movement in frame #5 which makes the animation "slow down" for a moment and then there's a sudden jump, like it tries to catch up.  You should even out the movement over the course of the frames.

Of course, In case of, for example, attack or running animations, you'll want some frames to have more movement than others to create a more dynamic movement, but a standard (not stylized, not limping etc.) walk cycle should be pretty smooth.

Walk cycle is very regular, so it works best to plan it ahead, for example:

frames#
1. knee bent, foot in the air
2. leg straightening out, feet heel on the ground or towards
3. leg starts to bend, only toes on the ground
4. knee bent, leg lifted (but not as the frist one)

Same movements for the other leg but offset by 2 frames

Offline YellowLime

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Re: Human Male Base(WIP)

Reply #5 on: January 23, 2013, 12:40:34 pm
The character limps because the last and first frames are too similar (he just places his foot down between the two)

A rule of thumb to avoid any limping in walking animations is to make sure that the movements of one leg are exactly the same of the other one (just with an opposite timing).

In a walking animation, the main frames are the ones where the legs are the most stretched, furthest to the front and furthest to the back. The others are there to smooth out the transition each leg to the opposite position(sort of like "in-betweens", in animation terms).

The main frames are 6 and 1, where the left leg is up front, and 3, the only one where the right leg is up front.
As you can see, the problem is that the left leg remains up front double the time (double the frames) than the right one.

Your options are either doubling the time of the right leg as well (making for a very "stoppy", heavy stride)
or halving the time of the left one (in which case you should change the first frame so that the left leg is already starting to move backwards, and the right one is moving forward)

EDIT: Sorry, Cage was faster than me, so you get double-critique :lol: (thankfully we critiqued different things)
« Last Edit: January 23, 2013, 12:46:41 pm by YellowLime »

Offline A2J2TIWARI

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Re: Human Male Base(WIP)

Reply #6 on: January 23, 2013, 03:24:32 pm
Seems better?
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