AuthorTopic: My first walk animation [Nudity warning]  (Read 9935 times)

Offline Sharm

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My first walk animation [Nudity warning]

on: March 13, 2007, 08:04:35 pm
This is the first walk animation I've ever done.  I'll be using it as a base for girls in an adventure game.  Any suggestions?

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« Last Edit: April 14, 2007, 07:59:55 pm by Sharm »

Offline Fool

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Re: My first walk animation

Reply #1 on: March 13, 2007, 09:03:10 pm
I would say it's pretty decent one.=)

A few things though - she looks like skating - legs are straight, motion from center line to the sides. In walk it's all opposite.
 One frame in sequence  is absolutely unnessesary since you need even number of them for symmetrical moves, unless you want to make some special accent in walk count.

I quickedit a few (not all and not accurate=) things on her left side to make a points since it'll hard for me to describe in words (have no clue how body parts named in english), hope it'll help.=)
Maybe a sholder move a bit too much...

« Last Edit: March 13, 2007, 09:37:00 pm by Fool »

Offline Sharm

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Re: My first walk animation

Reply #2 on: March 14, 2007, 12:58:34 am
Excellent edit, thank you very much.  You're right, the shoulders do move too much, that was probably what was bothering me.  I'll get right to fixing it.

[Edit]  All done with the fix.  I'm not sure why you took out the passing frame for only one side.  If it was to show that I didn't need it at all, that's partially true.  I don't need it for the downward walk, but I need it for the side to side walk, and I'll want these cycles to match.

« Last Edit: March 14, 2007, 07:37:50 pm by Sharm »

Offline Fool

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Re: My first walk animation

Reply #3 on: March 17, 2007, 11:39:16 pm
Sorry, I've missed your update=)
Perhaps if you want to keep this frame its up to you, its not really that critical, though usually an even number of frames for a walk is an easier way to divide steps for both sides.
Tweening goes between two  points, and no matter how many frames you using its usually even amount between right and left cycle. Same goes for any direction. Again, not necessarily.=)

About update, i think bending leg before it move forward would benefit a piece.=) Now knee goes up (back) with a feet and return down (forward) with a feet as well. If leg is actually bends knee would go down (forward) first while feet remains on a back and then feet would catch up with a rest.

Great work anyway. :)

« Last Edit: March 18, 2007, 12:57:24 am by Fool »

Offline Serena

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Re: My first walk animation

Reply #4 on: March 18, 2007, 12:24:45 am
To me it looks like she is walking very slowly, and I think that's because there are too many frames.  Also, her arms kind of look like they are swinging side to side instead of front-to-back.  You might want to use that shading you did with the legs on the arms, too.

Offline Sharm

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Re: My first walk animation

Reply #5 on: March 19, 2007, 08:05:41 pm
Perhaps if you want to keep this frame its up to you, its not really that critical, though usually an even number of frames for a walk is an easier way to divide steps for both sides.
Tweening goes between two  points, and no matter how many frames you using its usually even amount between right and left cycle. Same goes for any direction. Again, not necessarily.=)

I'm confused.  Why do you think I have an uneven number of frames?  I used 8, and when I took apart your edit to look at it frame by frame you only had 7.

About update, i think bending leg before it move forward would benefit a piece.=) Now knee goes up (back) with a feet and return down (forward) with a feet as well. If leg is actually bends knee would go down (forward) first while feet remains on a back and then feet would catch up with a rest.

I'm not sure what you're trying to describe.  But after I posted this update my brother pointed out that it looks like her foot is going from behind her to in front of her in one frame, so I did an edit.  Hopefully this will help what you're talking about.  Unfortunately I won't be able to post it today (computer problems).

Serena:  You're right.  I'll add more shading to the arms before I post the update.  As for the speed, I'm not sure about dropping frames, I like the detail it adds to the walk, and I'm not sure how to do without it on such a large sprite.  I'll speed it up though.

Offline Fool

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Re: My first walk animation

Reply #6 on: March 19, 2007, 08:36:32 pm
oh...  My apologies.=)
 Somehow I've messed it up miscounting. Sometning's seriously wrong with me. :ouch:

Offline Sharm

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Re: My first walk animation

Reply #7 on: March 19, 2007, 08:42:34 pm
*laugh* Not a problem.

Edit:    Here it is, like I promised.  I'm not sure I like it at the faster pace.  I suppose it doesn't really matter, the program I'm using sets it's own pace and it's something inbetween anyway.
« Last Edit: March 21, 2007, 09:05:08 pm by Sharm »

Offline mangust

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Re: My first walk animation

Reply #8 on: March 26, 2007, 11:48:37 am
Good latest edit Sharm! )))
If walk actualy now. I have some comments for you, it's touch on her thighs. More oscillation on there and with you shading is be very good.
in right - edit contour.

She is pretty ;)

Offline Sharm

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Re: My first walk animation

Reply #9 on: March 26, 2007, 06:16:09 pm
Thanks for the edit, but I don't agree with it.  She's supposed to be a girl, not a woman.  I'll keep them in mind for when I animate the woman base though, thank you.  And thanks for the compliment, I live for them.  ;D