AuthorTopic: Castle Fade: Animation  (Read 12930 times)

Offline PixelPiledriver

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Re: Castle Fade: Animation

Reply #20 on: October 18, 2014, 05:20:18 pm
Quote
Now, I like to punish myself by undertaking things I'm definitely not capable of
Don't think like that.  ;)
And don't be scared of follow thru bro.
The more you do it the better you'll be.

The example Mathias posted is great.
Keep in mind that isn't something Syosa made up.
Do animation in passes, just like any other form of art.
Follow thru is a secondary motion.
So you need to block in the primary motion first.

The chain is flat, which is has a cool property, but try wrapping it too.

Take a stab at it and show us.  :o
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline Ryumaru

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Re: Castle Fade: Animation

Reply #21 on: October 19, 2014, 09:22:18 am
Thanks everybody for the comments; lets see what I can do:

michelcote: Thanks! :D don't worry, it's a bit over my skill level too x]

Probo: Yeah I think I need to man up, my programmer has it tough as it is!!

Mathias: I'm so jealous of people who can animate.

32: There will be multiple animations of this boss, but you're right; the time it would take to do that would be about the same as me just doing it the old fashioned way.
As for the raven knight, thanks for the crits; I'll get to them on her second pass :]

PixelPiledriver: Can I pay you in ramen and art to be my mentor?
Yeah the chains are a bit flat, but so is the general plane of the form they're on- in my head at least. I think they'll come alive once I make them dance.
for now, here's the rough:

Offline Conzeit

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Re: Castle Fade: Animation

Reply #22 on: October 20, 2014, 03:53:45 am
that slash ends in a pretty similar way to the spinning attack you did and the one you mentioned from Dark Souls, the main thing missing is weight. in dark souls if you remember they did it by having a wave of mystic dark...stuff(liquid?) erupting from the place where his sword landed.

you did the cloth moving as followtrough, better do the followtrough of the main action first, leave secondary actions for after that.

You know how it goes, PxPd has explained it to you, first frame when the slash is done just have him cowering past the point of the slash and then slowly get back up to the pose you have him in right now. obviously anything that adds weight is good, make him tremble a bit, draw a DBZish shockwave, dust clouds, etc.

never a bad idea to look at the best examples of our medium either (or nature/reality but go fetch that yourself :p)

SF3 Grapplers should have something. in a quick search I got
Hugo's hi punch
http://www.zweifuss.ca/colorswap.php?pcolorstring=HugoPalette.bin&pcolornum=7&pname=hugo/hugo-hp.gif
http://www.zweifuss.ca/hugo/hugo.htm

Q's second super
http://www.zweifuss.ca/colorswap.php?pcolorstring=QPalette.bin&pcolornum=0&pname=q/q-sa2.gif
http://www.zweifuss.ca/q/q.htm

they do weight pretty well

Offline yaomon17

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Re: Castle Fade: Animation

Reply #23 on: October 20, 2014, 07:00:00 am

Calling on my PPD stream watching experience to help me with this edit. I tried to add some weight via adding more frames before and after and exaggerating the figure more right before and right after the slash. Not too sure if good or not :\

Offline Ryumaru

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Re: Castle Fade: Animation

Reply #24 on: October 20, 2014, 09:57:01 am
Conceit: Hopefully the update is +weight. It's all so simple when shown to me; but since animation is so not my realm, this kind of stuff doesn't come to my head at first. I'm thinking of this attack creating a shock wave that affects the brick tiles on the ground and have it actually be a game mechanic that stuns players if it hits them, so maybe that will help too!

yaomon: This was really helpful! Man, I gotta start watching him stream... I imagined the beginning of the animation cleaner in my head so I kept that as is, but the rest makes so much difference.


Offline HarveyDentMustDie

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Re: Castle Fade: Animation

Reply #25 on: October 20, 2014, 08:53:03 pm
New version looks great. I really like that sword "narrowing and stretching" effect. :y: :y: :y:

@yaomon17 Can you share a link for PPD stream?

Offline yaomon17

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Re: Castle Fade: Animation

Reply #26 on: October 20, 2014, 09:40:19 pm
New version looks great. I really like that sword "narrowing and stretching" effect. :y: :y: :y:

@yaomon17 Can you share a link for PPD stream?
https://www.picarto.tv/live/channel.php?watch=PixelPiledriver
Its here and he is live now! I followed him to get an email when he goes online.

Offline Ryumaru

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Re: Castle Fade: Animation

Reply #27 on: December 09, 2014, 06:11:51 am
So, it's been a while. My programmer has been having some practical things getting in the way of cool stuff like games, so I haven't been as motivated to work on this project recently. But it is not dead. I decided to revamp the main character animation. Heavily inspired by conceit's anim in here:

http://wayofthepixel.net/index.php?topic=16312.0

I liked the weight it had, as I've decided one of the character differences will be speed, with the female character being a bit faster than the dude.



I like it ok, but I'm so blind when it comes to animation so any critique is encouraged. Not sure about his hood. it's definitely underutilized.

Thanks for tuning in  :-*

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Re: Castle Fade: Animation

Reply #28 on: December 23, 2014, 09:15:46 pm
It was good to look at this thread again; been some time.

I like the way the heavy swing's developed.

I have a minor crit on the new quick lady...
Just that the arm swings outward too much maybe. A small lift at the ends or either a small dip in the middle may do.

(still not home and no photoshop or GG on my pal's cpu; so I can't try to see for myself if that's a good solution)

Offline Ryumaru

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Re: Castle Fade: Animation

Reply #29 on: December 24, 2014, 12:52:37 am
That's actually the dude, wanted him to have a forceful look; also that arm is doing a lot of work as his other would be holding the hilt of his sword. I might dial it down a pixel or two, but this one happens to look pretty good in game for right now. ( pretty sure every animation will get redone thrice by the time it's all said and done)

This is the WIP of the lady, the only thing I've really gotten to is the leg movement though: