AuthorTopic: Female sprite + first try at a walk cycle  (Read 6875 times)

Offline LoTekK

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Female sprite + first try at a walk cycle

on: August 24, 2008, 09:42:33 am
Well, there've been precious few comments on my fadatar (aside from Helm's very helpful crits), so I'm guessing it's done for now. Decided to take a crack at a 32-high sprite, again loosely based on my girlfriend. Need to futz with the colors, though, just laid down some base colors to get the forms before I get to hue shifting, etc.



and took a crack at a walk cycle:



Still need to add body movement (especially the hips), but how's the pendulum motion for now? Also, it's got a stupidly high frame count (12 frames).

Offline JonathanOfDrain

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Re: Female sprite + first try at a walk cycle

Reply #1 on: August 24, 2008, 12:25:41 pm
I don't think the pendulum motion is correct... only because it shouldn't be a pendulum motion. You need a little more leg bending there I think.

Also you don't need to hue shift. It's nice and can make an interesting style but it's not necessary. You do need to change the colors a bit though.

Offline LoTekK

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Re: Female sprite + first try at a walk cycle

Reply #2 on: August 24, 2008, 01:18:01 pm
Thanks Jonathan. Pendulum was probably a poor choice of word on my part. I haven't played with the colors yet, nor have I attempted to add any body motion, but did a small edit to the walk cycle (edited a couple of the frames so there's more of a leg lift).

Offline Hyrule_SwordsMan

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Re: Female sprite + first try at a walk cycle

Reply #3 on: August 24, 2008, 06:07:43 pm
um.. i dont think her arms should move that much
and arm and legs dont sync in the reality.. at least not exactly
:]

Offline Cure

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Re: Female sprite + first try at a walk cycle

Reply #4 on: August 24, 2008, 06:08:29 pm
her torso and head never change their vertical position, which is pretty difficult to achieve while walking irl

edit: O. Guess I should read more thoroughly.  Looks great, carry on.
I think the exaggerated swing works, adds character.  It doesn't have to be hyper-realistic.
« Last Edit: August 24, 2008, 06:43:11 pm by Cure »

Offline LoTekK

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Re: Female sprite + first try at a walk cycle

Reply #5 on: August 24, 2008, 06:31:20 pm
As mentioned, I hadn't done any body movement yet. :)
Found a bit of time to do some simple up-down movement of the body at and around the contact/passing point.



Hyrule, I've kinda gotten attached to the overswinging of the arms in this animation, though I'll try playing around a bit with it. Good point about the syncing, that hadn't actually occurred to me before. I might try swapping the arm positions in the extremes with the ones in the ease-in/out.

Offline ptoing

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Re: Female sprite + first try at a walk cycle

Reply #6 on: August 24, 2008, 06:56:58 pm
Good start, tho your extremes are bad. She needs to lift her leg more in the passing position, where the legs kinda shape a 4 (flipped horizontally in your case)
There are no ugly colours, only ugly combinations of colours.

Offline Lunar

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Re: Female sprite + first try at a walk cycle

Reply #7 on: August 24, 2008, 09:19:26 pm
Yeah, she hardly lifts her legs when she walks.  Almost looks like she's scooting along or somthing.  Not much, but a little more lift will probably look better.

-Lunar

Offline LoTekK

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Re: Female sprite + first try at a walk cycle

Reply #8 on: August 25, 2008, 11:40:56 am
Thanks. Haven't had too much time to play with this, but I redid some of the frames, and have cut it down to 8 frames. I should probably redo the arms at the extremes as well. It seemed ok to me in the previous ones, but now that I've made the walk a little snappier (and cut frames), it's looking pretty forced.

Offline Ben2theEdge

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Re: Female sprite + first try at a walk cycle

Reply #9 on: August 25, 2008, 01:42:43 pm
I'd reduce the swing of her arms; right now they're working harder than her legs are!
I mild from suffer dislexia.