AuthorTopic: Knight run  (Read 5851 times)

Offline PixelPiledriver

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Re: Knight run

Reply #10 on: January 31, 2016, 06:44:19 am
Yo man, really digging your threads with this guy.  :)

I think what you have for the plume is effective enough.
But here are my thoughts anyway.

Follow through elements can def benefit from using more frames.
It generally makes them feel lighter/softer and you can do more with them being able to show more subtle deformation and you'll have more space to time out your motions how you want.

A = original, 4 frames repeating twice
B = edit, 8 frames --> flop moves with sword left/right movement --> looks ok but might be more interesting if the motion was opposing
B = edit, 8 frames --> flop moves opposite sword left/right movement --> no new frames just shifted the plume flop by 4

A B C

I might even consider doubling the frames to 16, play the full walk twice, and give the plume 16 unique frames so that each 8 is a slightly different flop.
But there's no real reason to do that.
I would only do it to see what happens, and then maybe throw it out if it was unnecessary.

My edit isn't quite right but might give you some ideas.
Anyways do what you want.
I kinda like what you already have.

Spin those wheels!
It's all part of the process.
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline Decroded

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Re: Knight run

Reply #11 on: January 31, 2016, 08:01:28 am
Hey thanks for chiming in man!

I had a similar iteration i was going to post but i accidentally didnt save it.
I was perhaps obsessing over the physics and it looked kinda weird like these edits (or it could be mu phone).
The idea of a slower flowing motion is desirable though so I'll have another stab at it.
I did a simple jumping animation I'll post later too.
Thought  it best to keep em separate threads for more focused crit.

Offline Decroded

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Re: Knight run

Reply #12 on: January 31, 2016, 12:18:56 pm
update.


i went for 8 frame flowing motion as if affected more by the wind than the helmet bobbing (only way my brain could justify it  :crazy:).
messed around with the front by squish/stretch to incorporate some of the 4 frame cycle and try to blend the motion into the 8 frame loop.

Offline Mr_Hk_

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Re: Knight run

Reply #13 on: January 31, 2016, 04:15:15 pm
The loop feels really strong now. GG !
Makes me want to play with him.

Offline trough

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Re: Knight run

Reply #14 on: January 31, 2016, 09:08:18 pm
Here they are moving horizontally:
Plume bobbing with helmet (4-frame):

Plume bobbing in the wind (8-frame):


The plume bobbing with the helmet makes more sense to my eyes, but the way the tail of the plume follows through looks kind of stiff like a tongue.  I made an edit trying to make the tail look like it was being pulled along the line traced by the front of the plume, without gravity affecting it much:


You could add some side-to-side action for an 8-frame loop:

Offline Gil

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Re: Knight run

Reply #15 on: February 01, 2016, 02:43:11 pm
Trough makes an exceedingly good point: never make an animation purely in treadmill, now and then, render it out as a movement to double check.

Offline trough

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Re: Knight run

Reply #16 on: February 02, 2016, 02:59:13 am
I don't see why anyone would want to pixel on a treadmill.  I always like to pixel on firm ground; this is much easier.  I only use the treadmill after I've finished pixeling.
« Last Edit: February 02, 2016, 03:02:50 am by trough »