AuthorTopic: run cycle animation  (Read 662 times)

Offline Mathcong

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run cycle animation

on: June 10, 2019, 09:42:12 pm
Howdy,

Its been a while since i last did pixelart and im looking to improve this run cycle:



the character is supposed to be leaning forward a bit.

Offline 32

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Re: run cycle animation

Reply #1 on: June 11, 2019, 07:52:26 am
The animation is looking really nice and smooth! Great work ;D

My primary concern would be that it looks more like a power walk than a run. If you're wanting it to feel more like a run the defining difference is with a run you should have at least 1 frame per step with both feet off the ground.

The other thing I'd urge you to think about is timing. Right now the timing is fairly even, there's a similar amount of space between the feet/hands on every frame. If you want to get it looking a bit more punchy think about playing with a pendulum type timing where the hands and feet spend most of their time at the extremes and quickly pass through the middle.

Keep it up  :y:

Offline Mathcong

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Re: run cycle animation

Reply #2 on: June 15, 2019, 08:54:59 pm
thanks for the great tips 32,

i guess i just think too rationally about animation, like
"this is how arms move, so draw em like that".

hopefully it improved a bit:



Offline Mathcong

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Re: run cycle animation

Reply #3 on: June 17, 2019, 08:24:50 pm
smoothed out the animation a bit and added a sword,

should the sword bounce on impact?  ???

without bounce:


with bounce:


Offline MysteryMeat

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Re: run cycle animation

Reply #4 on: June 18, 2019, 12:49:29 am
I'd have it rotate slightly with the bounce at the furthest extreme of the motion, just one pixel motion
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
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Offline Zanorin

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Re: run cycle animation

Reply #5 on: June 18, 2019, 12:14:29 pm
You should look into subpixel animation for animating the sword in a subtle way :)
Half a noob figuring out stuff.

Offline daramon

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Re: run cycle animation

Reply #6 on: June 18, 2019, 02:52:40 pm
I'm having a touch of difficulty separating the front and rear limbs visually. The classic way to fix that is to use a slightly darker shade for the arm and the leg when they're behind the body. That may not fit your style though.

Offline Mathcong

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Re: run cycle animation

Reply #7 on: June 19, 2019, 10:43:08 pm
did some (hopefully subtle) animation:





You should look into subpixel animation for animating the sword in a subtle way :)

had to search it up, but im not quite sure how i would apply it on this small sprite,

maybe you could modify my sprite to show me?


I'm having a touch of difficulty separating the front and rear limbs visually. The classic way to fix that is to use a slightly darker shade for the arm and the leg when they're behind the body. That may not fit your style though.
i'll keep that in mind when i start adding color, and maybe some more shades, thx

Offline Nives

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Re: run cycle animation

Reply #8 on: June 24, 2019, 07:10:50 am
Maybe try bouncing the head a little bit.  Just have it move up and down 1 frame delayed from the body.  It may or may not look good, but I usually like that look.

Offline Vinik

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Re: run cycle animation

Reply #9 on: June 24, 2019, 08:53:01 am
I am not great at anatomy analysis but It feels like the arms are a little too short/stubby for him, which might be a stylistic choice, but maybe not. Nothing to add to the animation, I like it a lot :)