AuthorTopic: Bushcut anim  (Read 11185 times)

Offline .TakaM

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Bushcut anim

on: December 04, 2006, 09:33:31 am
(20 frames)
(some of the aa doesn't quite work against the forums)
mm, made for my RPG tiles, I think it looks pretty neat so any crits welcome.
I think I need to clean it up a bit, then I'll start an anim for the bushes to grow back  :)
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Offline eqko

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Re: Bushcut anim

Reply #1 on: December 04, 2006, 10:09:22 am
not sure what's going on at the start with the sort of motionblur inspired thing ... looks weird imo ...

also the falling of the leaves looks more like dripping jell-o from a window. could be what you were going for though ...
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Offline Akzidenz

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Re: Bushcut anim

Reply #2 on: December 04, 2006, 10:10:09 am
It feels like the top of the bush gets launched too high into the air. Some of the leaves' falling animations feel off, too. The leaf on the very top just stretches and then dissolves. The leaf in the middle (the largest leaf at the start of the anim) really stands out during the falling animation, I think primarily because not only is it turning in a way that the others aren't, but it also has a more defined shape than the others. And the "bud" of the plant doesn't do much other than fall, it makes it seem less organic than the other pieces.

Can you understand which parts I'm talking about? If you want, I'm happy to pull frames and show you exactly what I mean.

All in all, though, I think it's great.. overall, it's not deserving of criticism nearly as picky as mine. :)
que faire quand on a tout fait, tout lu, tout bu, tout mangé
tout donné en vrac et en détail
quand on a crié sur tous les toîts pleuré et ris dans les villes et en campagne

Offline snake

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Re: Bushcut anim

Reply #3 on: December 04, 2006, 10:12:26 am
The animating is superb. However, the way it is now, it looks more as if the plant jumps up and falls apart. You could for example skip the entire stretching part. Maybe make a white to black flash to indicate en impact. No crits on the rest of it though.  :y:

Edit: Well, the others seem to have covered most of it already.
« Last Edit: December 04, 2006, 10:14:09 am by snake »

Offline .TakaM

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Re: Bushcut anim

Reply #4 on: December 04, 2006, 10:18:40 am
the motion blur thing, is just that :P the leaves quickly get thrown upwards (imagine a sword going through the bush) then they slowly fall back down, on the subject of 'slowly' imageready wouldnt animate this any faster, so if anyone could speed it up to a more natural (not underwater) speed, it would be very appreciated.

akzidenz, the top leaf, while what you point out is true I think it could be taken either way :P
as for the large leaf, this was kind of intended, because its the darkest and probably the largest leaf I decided it should fade away before most other leaves because its probably the first leaf most would notice, then it disappears and they then notice the other leaves falling down.
the bud, i know I need to do something with it, but I just couldn't think of anything, really it should be more of a stalk, but then I'd probably still have done the same movement lol

and thanks :)

edit-
regrow:
« Last Edit: December 04, 2006, 11:06:26 am by .TakaM »
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Offline Souly

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Re: Bushcut anim

Reply #5 on: December 04, 2006, 11:57:55 am
If I could see the slash animation you want to go with this.
Then I could figure out what's going on.

Right now it looks like the slash is going vertically.

Offline .TakaM

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Re: Bushcut anim

Reply #6 on: December 04, 2006, 12:24:37 pm
is it really that hard?
I thought the bush chop anim in twinsen was quite successful so I decided to do a similar anim
( here the sword is going down but the bush is still being thrown upwards, and I dont think it really matters much)
I havent done any sword slash anims for my rpg sprites yet, but I'd expect a simple top right to bottom left strike
« Last Edit: December 04, 2006, 12:33:07 pm by .TakaM »
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Offline Ai

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Re: Bushcut anim

Reply #7 on: December 04, 2006, 02:46:05 pm
is it really that hard?
I thought the bush chop anim in twinsen was quite successful so I decided to do a similar anim
( here the sword is going down but the bush is still being thrown upwards, and I dont think it really matters much)
Indeed it does matter. The force is being applied downwards, and because of the structure of the bush it flies outward and somewhat upward.
If you sliced upward the majority of it would move out and down.
sideways.. well, the classic vertical bisection, with leaves trailing out behind the leaving part. None of these match your anim very closely.
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Offline .TakaM

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Re: Bushcut anim

Reply #8 on: December 04, 2006, 03:00:14 pm
I have the feeling AI, that what I said got a bit misinterpreted, so just to clarify:
I don't think I'd need to consider a wide range of physics for in something like a 'bush being cut animation' as long as there is at least some sense to it.
the animation as it stands is full of energy and gives a clear sense of speed which is the main impression I want to give.

other games where you could chop up bushes had pretty unrealistic animations for the bushes, i think its one of those things that can be easily justified as style
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Offline AdamAtomic

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Re: Bushcut anim

Reply #9 on: December 04, 2006, 04:30:14 pm
I think the problem is the trunk is getting shot upwards, as well as the leaves, even though it would be much heavier - try just motion blurring the leaves up, and not that core piece!

Offline Helm

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Re: Bushcut anim

Reply #10 on: December 04, 2006, 05:05:14 pm
Quote
I don't think I'd need to consider a wide range of physics for in something like a 'bush being cut animation' as long as there is at least some sense to it.
the animation as it stands is full of energy and gives a clear sense of speed which is the main impression I want to give.

If you're so happy with this animation then why subject it to this boards' scrutiny? The critique you've been given seems very valid to me. Do with it what you will, but I see no point to rebut it with what amounts to 'well... I like it and it doesn't have to be better!'

Offline .TakaM

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Re: Bushcut anim

Reply #11 on: December 04, 2006, 05:15:50 pm
I think the problem is the trunk is getting shot upwards, as well as the leaves, even though it would be much heavier - try just motion blurring the leaves up, and not that core piece!
yeah, I'll make the stalk fall faster and sort of decay on the ground while the rest of the leaves fall
If you're so happy with this animation then why subject it to this boards' scrutiny? The critique you've been given seems very valid to me. Do with it what you will, but I see no point to rebut it with what amounts to 'well... I like it and it doesn't have to be better!'
mmm, there is more that can be critiqued than just the way its animated I think.
And I know I'm very stubborn sometimes but I really do welcome opposing perspectives because pixelation has changed my opinions for the better in the past
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Offline MoD

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Re: Bushcut anim

Reply #12 on: December 08, 2006, 08:00:17 pm
I personally think the problem with the effect is the leaves are stilll green as they fly up--in most applications it's a very light color almost indistinguishable from white. Try that and it might decrease the leaves' apparent weight.

Offline AlexHW

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Re: Bushcut anim

Reply #13 on: December 09, 2006, 01:28:30 am
i think giving it realistic physics would take away from its current charm.
the motion of this has its own character, which adds depth to the animation.
The swift burst suggests action, easily understood that something happened.
Having it adhere to either an upwards or downward slice of a sword is detail which isn't necessary to the intent.

critique:
The end of the anim is slow, as if it is caught by the resistance of air(which is good).
You could take the pieces of the flower and split them into their own separate anims which could be spawned as particles within the actual game. in this way, you could have unlimited variances of the action.

also, the bud of the planet would probably be heavier than the peddles, and so it should fall quicker than them.

Offline Fool

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Re: Bushcut anim

Reply #14 on: December 09, 2006, 02:54:07 pm
is it really that hard?
I thought the bush chop anim in twinsen was quite successful so I decided to do a similar anim
( here the sword is going down but the bush is still being thrown upwards, and I dont think it really matters much)
I havent done any sword slash anims for my rpg sprites yet, but I'd expect a simple top right to bottom left strike

Just wondering if you have any limitations - like number of sprites etc? Cut movement itself needs some fixes I think...=)

Offline .TakaM

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Re: Bushcut anim

Reply #15 on: December 10, 2006, 09:02:19 am
i think giving it realistic physics would take away from its current charm.
the motion of this has its own character, which adds depth to the animation.
The swift burst suggests action, easily understood that something happened.
Having it adhere to either an upwards or downward slice of a sword is detail which isn't necessary to the intent.

critique:
The end of the anim is slow, as if it is caught by the resistance of air(which is good).
You could take the pieces of the flower and split them into their own separate anims which could be spawned as particles within the actual game. in this way, you could have unlimited variances of the action.

also, the bud of the planet would probably be heavier than the peddles, and so it should fall quicker than them.
I made the stalk fall at a different rate then fall on its side and fade away, even though I want to, I cant make the animation play any faster with imageready :P

and about breaking it up into separate sprites so the timing is slightly different each time, its a nice Idea but I think its a bit too much hassle for something few people would notice

Just wondering if you have any limitations - like number of sprites etc? Cut movement itself needs some fixes I think...=)
for both twinsen and this project, no limits :P
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Offline Fool

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Re: Bushcut anim

Reply #16 on: December 10, 2006, 03:30:05 pm
I made the stalk fall at a different rate then fall on its side and fade away, even though I want to, I cant make the animation play any faster with imageready :P
"0" delay in IR plays as 0.1 by defult. If you want to get it faster you should set delay time  less, then 0.1 - let say 0.05 (no less than 0.02=) IE still going to show it as 0.1. Firefox or Opera - as set.

Quote
for both twinsen and this project, no limits :P
For the first time I haven't pay close attention to the text once saw the picture=),so I figure you still going to work on cutting motion - I won't comment on it yet then.=)
« Last Edit: December 10, 2006, 03:32:03 pm by Fool »

Offline .TakaM

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Re: Bushcut anim

Reply #17 on: December 10, 2006, 03:39:22 pm
whoa.. thanks for that fool!
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Offline AdamTierney

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Re: Bushcut anim

Reply #18 on: December 10, 2006, 10:39:53 pm
The big issue is your blur starts in the same pixel spot as the original leaves, and ends in the same one. This creates more of a stretch than a blur. Make the blur start 1 or 2 pixels higher than the start point, and end the blur 1 or 2 pixels below the following, in-air frame. You also have no follow-through - the leaves blur up, then immediately start falling down. Give them a few frames of moving upward after the blur, slowing, then beginning to fall and you'll have a much more realistic movement.

Offline .TakaM

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Re: Bushcut anim

Reply #19 on: December 11, 2006, 03:14:43 am
I made the blur start in a slightly different position (subpixel really :P) I thought it might give it a nicer effect, but I guess not so I made an edit following your crits adam:

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Offline AdamAtomic

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Re: Bushcut anim

Reply #20 on: December 11, 2006, 05:22:29 am
I think that's a big improvement!  I still don't think the chopped trunk should go quite as high as the leaves, but seeing it fall faster is definitely helping the effect.  very nice!

Offline Akzidenz

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Re: Bushcut anim

Reply #21 on: December 11, 2006, 05:40:42 am
That looks damned good.
que faire quand on a tout fait, tout lu, tout bu, tout mangé
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quand on a crié sur tous les toîts pleuré et ris dans les villes et en campagne

Offline Andy Tran

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Re: Bushcut anim

Reply #22 on: December 11, 2006, 07:58:51 am
 That looks pro. That would make great for any kind of game.

Offline Ai

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Re: Bushcut anim

Reply #23 on: December 12, 2006, 08:42:35 am
the new version is good
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Offline BadMrBox

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Re: Bushcut anim

Reply #24 on: December 12, 2006, 05:04:52 pm
That looks really good .TakaM.