AuthorTopic: Bushcut anim  (Read 11257 times)

Offline Helm

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Re: Bushcut anim

Reply #10 on: December 04, 2006, 05:05:14 pm
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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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