AuthorTopic: Space Trooper + First Monstar  (Read 18375 times)

Offline Sherman Gill

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Space Trooper + First Monstar

on: February 05, 2007, 06:13:39 am
Animation Practice :D


Oop, just realized I left the ol' pallete in their
« Last Edit: April 15, 2007, 03:32:40 am by Sherman Gill »
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Offline Souly

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Re: Space Trooper

Reply #1 on: February 05, 2007, 06:15:57 am
Why is his light source the only thing moving?

Offline Sherman Gill

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Re: Space Trooper

Reply #2 on: February 05, 2007, 06:21:43 am
Dang. Is that how it looks?

I see what you mean now.

^Updated.
« Last Edit: February 05, 2007, 06:34:48 am by Sherman Gill »
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Offline The B.O.B.

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Re: Space Trooper

Reply #3 on: February 05, 2007, 07:07:16 am
Call me crazy, but I like it. It's like a new spin on Gas13's sketchy animation style. The warm colors make it seem as if he is in a lava/hot filled environment where steam is causing the illusion of movement. Be awesome if there some shooting sprites and stuff...
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Offline Sherman Gill

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Re: Space Trooper

Reply #4 on: February 05, 2007, 08:09:22 am
Be awesome if there some shooting sprites and stuff...
That may actually happen.
Think the lightsource I have on it currently is problematic for a Metroid style game?
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Offline Ben2theEdge

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Re: Space Trooper

Reply #5 on: February 05, 2007, 12:57:18 pm
Be awesome if there some shooting sprites and stuff...
That may actually happen.
Think the lightsource I have on it currently is problematic for a Metroid style game?

The lightsource would definitely be problematic if it were to be used in an actual game; When he turns around it will look like the sun whipped around with him like it's attached by a pan handle.
I mild from suffer dislexia.

Offline Sherman Gill

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Re: Space Trooper

Reply #6 on: February 06, 2007, 06:26:46 am
Reshaded.

Also hoping it's got a more consistent sense of motion.
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Offline ejay

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Re: Space Trooper

Reply #7 on: February 06, 2007, 08:22:54 am
I like the style, design and execution , but the motion still doesn't get through very well in my opinion. It feels to me like one of those wobbly characters in a Bill Plympton animation- which isn't a bad thing on its own, but it means that if you're trying to convey a full body motion than you should probably exaggerate it a bit more.

Offline Sherman Gill

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Re: Space Trooper

Reply #8 on: February 06, 2007, 11:39:19 pm
Lineart for running ani:

Somethings off about it.
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Offline Xion

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Re: Space Trooper

Reply #9 on: February 06, 2007, 11:44:26 pm
I think the off thing is the way the closest leg seems to kinda bend the wrong way when it goes forward. Notice how the far leg always has the knee bent down like that? Yeah, the close leg doesn't do that. And usually walks are fairly symmetrical.

Offline Opacus

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Re: Space Trooper

Reply #10 on: February 06, 2007, 11:51:56 pm
I think the head needs some movement.

Offline Stwelin

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Re: Space Trooper

Reply #11 on: February 06, 2007, 11:55:09 pm
He 'twists' the wrong way when he walks. Even though his arms are not swinging because he is holding his little gun, the shoulders suggest that his same arm goes forward when he walks, should be opposite, to keep balance...

Offline Sherman Gill

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Re: Space Trooper

Reply #12 on: February 07, 2007, 12:12:02 am
Hmm...
How does this look?


Damn you red text!
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Offline SCiDT

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Re: Space Trooper

Reply #13 on: February 07, 2007, 01:04:02 am
Its a cute sprite  ;D

I think the animation is still a bit off. IMHO you should animate him with more turn in the body. Let's say from his 3/4 angle to side then back to the 3/4 angle obviously.

Offline Souly

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Re: Space Trooper

Reply #14 on: February 07, 2007, 01:33:09 am
The antennas look like they're not attached to the head.
Since his head is turning, shouldn't the antennas position move?
« Last Edit: February 07, 2007, 01:35:04 am by Souly »

Offline Sherman Gill

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Re: Space Trooper

Reply #15 on: February 07, 2007, 04:01:24 am
Progress:


I couldn't get the body turning to be as noticeable as I want :(.
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Offline Souly

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Re: Space Trooper

Reply #16 on: February 07, 2007, 04:11:05 am
His left leg is way too jumpy.
It goes much faster then the right one so it makes it look like he's skipping.

Offline Sherman Gill

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Re: Space Trooper

Reply #17 on: February 07, 2007, 05:31:20 am
Hopefully this fixes everything :)


Thanks everyone, for your help so far.

Edit: Just realized his shoulder freaks out. No good!
« Last Edit: February 07, 2007, 05:35:39 am by Sherman Gill »
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Offline Ryan Cordel

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Re: Space Trooper

Reply #18 on: February 07, 2007, 10:40:28 am
What seems odd is that his gun bounces like it's made out of jelly. I don't think many, or even any gun woobles like that.

Offline SCiDT

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Re: Space Trooper

Reply #19 on: February 07, 2007, 03:54:12 pm
It still doesn't seem right...   :huh: maybe ill try my hand at it. Would probably just do a sloppy animation.

Offline Opacus

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Re: Space Trooper

Reply #20 on: February 07, 2007, 04:18:20 pm
Just a few errors I spot:
-His gun is indeed a bit too bouncy.
-His head turns further then his arm.
-He doesn't seem to show any pressure on the ground, it looks like he's skating.
-His knee doesn't seem to bend, his foot sticks out too far at the highest frame in comparisson to the knee.

Offline SCiDT

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Re: Space Trooper

Reply #21 on: February 07, 2007, 04:40:06 pm
I drew two frames, my main focus was on getting the body to move like i wanted it too. I think the positions came out well the second pic the legs are weird I know. But thats your area of expertise ;)

Hope these give you some ideas.




I picked up that the legs are hard to bend on this character, best of luck with that :)

Offline Ryan Cordel

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Re: Space Trooper

Reply #22 on: February 07, 2007, 04:42:19 pm
With a closer look, you see that the character has a more classic 'metal plate' type of thing going on with his legs. In the other pose, it looks like it's just plain orange-like cloth, since it bends like that and doesn't seem to display any sort of shielding design (or something) like the first frame does.

Offline SCiDT

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Re: Space Trooper

Reply #23 on: February 07, 2007, 04:47:09 pm
Reshaded.

Also hoping it's got a more consistent sense of motion.

It still looks like only the lith moving :(

The main problem is that your parts of the character don't move. the line art on the arm stays in one place. etc.

Hope that helps a bit too.

@Ryan - Yeah like i said my main focus was on the body, and it felt trivial with Sherman being able to make the legs just look awesome.
Real tricky, those damn legs  ;)

Offline Sherman Gill

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Re: Space Trooper

Reply #24 on: February 07, 2007, 08:33:39 pm

Damn you SCiDT! That's exactly what I was trying to do but I couldn't get it right.

Thank you for your critiques and edits, everyone. I'll try to address most of them (if not all).
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Offline Sherman Gill

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Re: Space Trooper

Reply #25 on: February 08, 2007, 03:58:09 am
Argh, double post dilemma.
...

Finished?
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Offline InvaderLupus

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Re: Space Trooper

Reply #26 on: February 08, 2007, 04:04:39 am
take a closer look at SCiDT's edit. The gun is held in front of the character, as opposed to your awkward pose. Your main issue is the fact that the gun looks like it's bending. You either have to move his left arm forward more (making him pretty much twist his whole body as he runs) or go with a pose similar to SCiDT's.

Offline Blick

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Re: Space Trooper

Reply #27 on: February 08, 2007, 08:20:19 am
There should be a vertical motion to him as well. When you push off of the ground, your entire body rises, but in this the character is at a uniform height the entire time.

Offline Sherman Gill

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Re: Space Trooper

Reply #28 on: February 08, 2007, 08:39:39 am
I had it doing that before, Blick. But in my ultimate sleepy-wisdom I changed it right before I went to bed.

I'll try changing the gun to more along the lines of Scidt's edit, but right now I'm stressed out by the constant tweaking I've done on this animation.
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Offline Sherman Gill

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Re: Space Trooper

Reply #29 on: February 09, 2007, 04:27:08 am
I'm going insane from this animation.



Damn you, run cycles!
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Offline ptoing

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Re: Space Trooper

Reply #30 on: February 09, 2007, 05:09:18 am
Here is a really shit 15 minute edit, i could not be bothered to clean anything or even maintain the volumes super well.

Animation = Timing, weight, volumes

Your volumes are okish, timing is okish as well, weight is nonexistant. He is just moveing his legs back and forth and also the whole sprite is quite messy (too messy for my tastes, one more reason my edit is so sloppy)


There are no ugly colours, only ugly combinations of colours.

Offline SCiDT

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Re: Space Trooper

Reply #31 on: February 09, 2007, 05:26:10 am
Sherman Gill, how many frames are you using in the run cycle?

I think it was 5 the last time I opened to do extreme edit? You might want to consider adding more frames?


EDIT:
Btw: That's pretty cool Helm. ptoing  ;D

Thanks for notifying me Sherman  :-[
« Last Edit: February 09, 2007, 10:27:48 am by SCiDT »

Offline Sherman Gill

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Re: Space Trooper

Reply #32 on: February 09, 2007, 05:31:39 am
That was Ptoing, Scidt.

And damn. Ptoing, that is supersweet, but I was really relieved when I thought it was done, I dunno if I have the spine to do that when I did so much on the guy I have already.
I admit, I don't have any time requirements, but this (Which is my first walk/run animation, by the way :)) is starting to pain me.


Edit: Ahh hell, it's worth the work. I'll redesign my animation. Might even rework the idle so it has more realistic arms (Like in your edit, Pteradoing)
« Last Edit: February 09, 2007, 05:42:16 am by Sherman Gill »
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Offline SCiDT

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Re: Space Trooper

Reply #33 on: February 09, 2007, 10:36:58 am
I agree that taking the time to make wonderful animation is worth it. It gives the game a more "live" feeling. Meaning that the character will be better received by the player.

:)

Good Luck and I salute you in going at it 100%

Is it going to be a commercial game?

Offline Sherman Gill

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Re: Space Trooper

Reply #34 on: April 13, 2007, 02:58:17 am
Thread revivalism!
Not much has happened, really. I was code a sucky engine, but it was bad to the point where I don't think I can even salvage anything. Did learn a lot from that. Anddd I haven't done much at all on the art side, but here's the idle for a monster.

Unhappy with it, but I don't know what's wrong. Well, besides the legs being as wacky as tobacky. :-\

Edit: Wow. I just realized that this guy and the main character are.. Kind of different styles.
« Last Edit: April 13, 2007, 03:00:58 am by Sherman Gill »
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Offline Doppleganger

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Re: Space Trooper + First Monstar

Reply #35 on: April 13, 2007, 04:14:15 am
Uhm, I think that your animations should include more movement. I know you're going for a subtlety type of thing but, it's a bit extreme.

Below are two animations of mine that use the same technique, sparingly. In order for subtle movements to look right, there needs to be more going on. Or else, it'll look like nothing or maybe a moving light source. On top of that, your characters will be lacking in any type of personality besides how it is drawn. Well, maybe that's going a bit far...but right now it's true. Once they run, jump, and die...then they'll have some personality.


Offline ndchristie

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Re: Space Trooper + First Monstar

Reply #36 on: April 13, 2007, 04:46:25 pm
i think in this piece, the way you've done it, the dither obscures the orms rather than defining them.  I also agree with doppleganger about mroe movement, though tbh what i think this needs more than anything else is to be smoothed out (that texture hurts you, man!) and to be better sculpted.  your other work has good volumes, did this guy jsut miss the train?



ps - doppleganger your sprite there reminds me of the game rhapsody
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Offline Sherman Gill

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Re: Space Trooper + First Monstar

Reply #37 on: April 14, 2007, 08:45:31 am
Hmm... I'll try for a livelier animation, but for now, here's a style update.



Course, as usual, I only notice some small glaring flaws now that I've uploaded it. :-\
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Offline eck

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Re: Space Trooper + First Monstar

Reply #38 on: April 14, 2007, 01:03:44 pm
what is that red thing?  it clashes and looks terrible tbh.

and i think the reason your second animation doesnt work, is because on the first one you edited the shape, and on the second one you didnt change the shape enough, just the lightsource.
untz untz untz?

Offline fil_razorback

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Re: Space Trooper + First Monstar

Reply #39 on: April 14, 2007, 02:43:34 pm
I think it's a piece of tweed he got when biting someone but it's really hard to tell (took me more than 30 secs)

Offline Stwelin

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Re: Space Trooper + First Monstar

Reply #40 on: April 14, 2007, 02:47:34 pm
To me it just looks like webbing between the upper and lower 'lips.'  The same sort of thing that appears on dinosaur's mouths, i guess, that sort of thing?
( http://www.chrisglass.com/journal/images/canadian_dinosaur.jpg ) < you can see it a little here.

It doesn't read very well though.

Offline Xion

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Re: Space Trooper + First Monstar

Reply #41 on: April 14, 2007, 06:48:52 pm
My guess was the same as Stwelin's. I think you should just get rid of it. It doesn't fit at all, and it's hard to tell what it is.
That said, the new one fits the style much better.

Offline Sherman Gill

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Re: Space Trooper + First Monstar

Reply #42 on: April 15, 2007, 02:00:42 am
Hmm, yes, Stwelin and Xion were right.
Here's an idle:


Think it's done?
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Offline eck

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Re: Space Trooper + First Monstar

Reply #43 on: April 15, 2007, 11:42:25 am
muuuuuuuch better.  i think this one has just the right amount of animation.
untz untz untz?

Offline Sherman Gill

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Re: Space Trooper + First Monstar

Reply #44 on: April 17, 2007, 02:45:31 am
Normal-speed run cycle for the Poligan, the first monster. It's pretty close to the idle since I used that to cut down on the truly tedious work of moving 14 pixels with only a general idea of what I'm doing on each frame :-\

Slower than Moe:

I consider run animations my weak point, so... Adivce? ::)
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Offline Fool

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Re: Space Trooper + First Monstar

Reply #45 on: April 17, 2007, 06:45:53 am
I'd suggest to give it a a bit more leg action.=)

Offline Sherman Gill

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Re: Space Trooper + First Monstar

Reply #46 on: April 17, 2007, 07:07:39 am
Alas, I am ridden with jealousy Fool. Like most of the things I animate, I lost track of my original goal and took simpler routes, but your animation is exactly, or at the very least, insanely close to how I wanted it before.
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Offline Sherman Gill

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Re: Space Trooper + First Monstar

Reply #47 on: April 22, 2007, 01:49:03 am
Hrmm.
Here's a new run animation, and a revised idle:

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Offline philipptr

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Re: Space Trooper + First Monstar

Reply #48 on: April 22, 2007, 08:27:01 am
imho the timing of the idleanimation is too fast. if I try to breath like that it makes me feel like I have run quite a distance before ;) making it a bit slower and increasing the time between the breaths should fix it I guess.
Otherwise nice, especially the running animation.

Offline Sherman Gill

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Re: Space Trooper + First Monstar

Reply #49 on: June 01, 2007, 07:01:46 am
BITE!


Still working on it. Unhappy with the way the front leg moves and the jiggly bits on his head look a bit odd.
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Offline ndchristie

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Re: Space Trooper + First Monstar

Reply #50 on: June 01, 2007, 10:25:04 am
kinda a slow, short bite, doncha think?  i mean, smooth and all, but i think the action should be much faster, and he should cover a lot more distance
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