AuthorTopic: I try making a run animation..  (Read 7587 times)

Offline Elrinth

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Re: I try making a run animation..

Reply #10 on: August 10, 2007, 07:42:06 am
blörgh.. oh, well I'll continue on this animation sometime later... Looks like garbage at the moment.. it's difficult to say, this is the front leg, and this is the back leg...

here's a few tiles and character in idle pose... what ye thinks? the tiles are heavily inspired from Jad's sidescroller work. But I wanted to make winter, had a song in the background when I came up with the idea. And I just loved the first moment I stepped into the snowy mountains in Donkey Kong Country with the snow falling everywhere and the music was so sooth... Perfect.. I'd like to create a similar atmosphere :)
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Offline tocky

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Re: I try making a run animation..

Reply #11 on: August 10, 2007, 08:10:38 am
Is that a robe or armor, pants and a hood? If it's separate garments, there needs more contrast between the bits, probably a secondary colour ramp. I'm getting the 'pants' vibe mostly from the run cycle, because a robe wouldn't break up like that. Who is the character, by the way? is he a mage or an assasin or what?

The back leg both legs twist kind of painfully where it kicks forward.
« Last Edit: August 10, 2007, 08:56:24 am by tocky »

Offline Elrinth

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Re: I try making a run animation..

Reply #12 on: August 10, 2007, 08:49:33 am
he's an assassin mage with a garment armour.. but yeah, you're right I need to fix the cloth for it .  :yell:


blorgh.. I destroyed one frame but fixed the legs being willywonka, it still needs loads of working.. anyways. I'll continue work some other day.. Now it's time to sleep.. Thanx for all good c&c! Awesome video btw! Base jumping n stuff is the shit.. (is that what it's called?, except they call it free running)
« Last Edit: August 10, 2007, 11:33:19 am by Elrinth »
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Offline Ben2theEdge

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Re: I try making a run animation..

Reply #13 on: August 10, 2007, 10:32:27 am
It looks like his knees lock when he kicks them all the way forward - this is what's making it look so "painful". When running in real life, we always keep our legs sightly bent, turning our leg muscles into giant springs.
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Offline Elrinth

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Re: I try making a run animation..

Reply #14 on: August 15, 2007, 12:04:33 am
here's a new template I made.. still not sure how I should put the arms... hrmm.
and here's sum random punch:
here's my char giving something the thumbs up:
and here's char hanging inside wip grass tiles..
"Truly, if there's evil out there, it lies within the heart of mankind!" - Edward D. Morrison
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Offline Malor

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Re: I try making a run animation..

Reply #15 on: August 15, 2007, 04:18:22 pm
I think your last one, if sped up is much better than your current run animation. Speed it up, and then take a look at it. I would remove the random maroon pixels in the rock tiles, as you cannot see them in 1x, so they do nothing for the tile.
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Offline robotacon

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Re: I try making a run animation..

Reply #16 on: August 15, 2007, 08:45:16 pm
I like the character you're developing but the latest run animation I don't like so much.

First of it skips. The character doesn't run smoothly. If you're totally sure you want that little hiccup on frame 8 it's ok any kindof cartoony, otherwise try to lose it.

Secondly the character is not making contact correctly with the ground. You had this problem with your last run too and I did an edit to illustrate it so I won't make an edit now, you have to fix it yourself. basically, the front foot needs to make contact in frame 5 and 10. You should draw these frames pretty early and base the other frames around those frames. The same goes for the two frames where the back leg leaves the ground. These frames also needs contact.

Thirdly, another thing I helped you with the previous running cycle, the head moves around in a irregular circle motion. With this running cycle it would look good to have the head move up and down just a bit since the upper body is not moving that much. If the character was tilting forward you would get a circular motion but since the upper body has little movement I'd suggest to keep it simple.

In short:
1. Try to make the animation cycle smoothly without hiccups.
2. Tend to the contact points early and base the other frames on those.
3. Make sure the head moves correctly. Lookout for wobbly or irregular motion.