AuthorTopic: Atalanta Animations  (Read 16117 times)

Offline robotacon

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Re: Atalanta Animations

Reply #50 on: January 25, 2009, 06:28:50 pm
I agree with you NaCl, I think you're on the right path. Toe running looks dorky as hell.
But could you draw the ground if you make another version of the run.
You say you're using anticipation and recoil but I don't understand how since there is no definite ground.
Adding metallic lower leg protection and perhaps a bracelet on one of the arms would give the eye some guidance throughout the entire loop.

Offline NaCl

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Re: Atalanta Animations

Reply #51 on: January 25, 2009, 10:00:47 pm
There is anticipation and recoil because the viewer's mind is filling in where the ground should be, based on the movement of the thing. It's like throwing a ball at a glass door, you can determine the location of the door from that even if you can't see it.

I put a leather strap on one of her legs, I think it helps. I kind of like the idea of giving her one metal shin guard, that might be cool. Here's what i have, I think it's almost done:



Next I'm going to do the spin kick and jump.

Offline Willows

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Re: Atalanta Animations

Reply #52 on: January 26, 2009, 01:55:36 am
Gravity-defying ponytail is causing me much fear.

http://www.pixeljoint.com/pixelart/15613.htm

good reference raat thurr.

Offline NaCl

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Re: Atalanta Animations

Reply #53 on: January 26, 2009, 06:30:22 am
Waaa I spent so long trying to make the hair look right  :'(. Should I just delete it and start over? I was trying to have something a little less extreme then full flapping like in that reference, but it looks good in the reference so I may follow it.

Anyway, I laid out the roundhouse kick:

« Last Edit: January 26, 2009, 06:35:34 am by NaCl »

Offline Pizza Tom

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Re: Atalanta Animations

Reply #54 on: January 26, 2009, 07:11:22 am
Where would the bow go during that kick? It seems to me that such a large weapon would get in the way of an attack like that. I dunno, maybe it'll work and I'm just not used to archers fighting hand-to-hand. xP
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Offline NaCl

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Re: Atalanta Animations

Reply #55 on: January 26, 2009, 07:19:52 am
If you look at the run you see the is holding it with a single hand. In the kick she will do the same thing, just hold it in her left hand and move it around as she turns.

Offline balls01

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Re: Atalanta Animations

Reply #56 on: January 26, 2009, 08:59:49 am
i say... in the idle remove the arrow so its not clattered with things to remember

your choice of color, is your voice of color
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Offline Shrike

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Re: Atalanta Animations

Reply #57 on: January 26, 2009, 02:41:24 pm
In think it'd look better if the arms were thrown back, in this case.  It would help balance it.  The way she's kicking she'd need to do so so she doesn't fall over.  Good work!  Still, I think darker limbs in the back for the running animation would really help readability, since they still sort of blend right now.  I like it though! 

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« Last Edit: January 26, 2009, 02:45:21 pm by Shrike »

Offline NaCl

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Re: Atalanta Animations

Reply #58 on: January 28, 2009, 01:15:41 am
Made the kick snappier, and started adding some flesh to the bones.

Offline Fool

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Re: Atalanta Animations

Reply #59 on: January 28, 2009, 09:34:24 pm
Bow stance is somewhat non convincing - it does required some body work to compensate pulling bow out. What would happens to the body when she is reaching out arrow tool? Pulling an arrow out? etc.
Here a quick study within existing framerate, but I would take a closer shot on subject. It'll pay twice - improves current piece and improves an understanding, which has a continuing value.