AuthorTopic: dump time  (Read 30711 times)

Offline Ryumaru

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Re: dump time

Reply #20 on: June 12, 2009, 07:57:28 am
Firstly, he's riding goofy, I don't know if you intended that but I find it an odd choice because from my experience more people ride regular, and the fact that he rides goofy obviously makes it so that his back is always towards the viewer. I don't know if you intend this to be for a game but since it's a character sprite, and its animated in a " hey I'm going through a level of somesort " way I'll comment as if it was. With the back being towards the viewer it's an odd connotation as it would be more " game proper" to have his front facing and acknowledging us. As for the animation, as Rox said when he's pushing his body should be directly facing where he's going, which would translate into a straight profile. You also may want him to crouch down even a bit more, as I personally drop down a bit in height when I push to get more power into it and then when I put my foot on I straighten up; I don't know if all skaters do that though :p

Offline PypeBros

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Re: dump time

Reply #21 on: June 12, 2009, 08:20:53 am

the arm movement needs work
edit:
It's getting more groove.
Yet it's still very static on the ground, i suggest you add some little bumps of the skate board that the guy would compensate with his knees, like a real street surfer.

Offline Tuna Unleashed

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Re: dump time

Reply #22 on: June 12, 2009, 01:58:57 pm
Ryumaru- I realize that. That's because I ride goofy and I plan on modeling his entire character based on that, particularly because he fights mainly with kicks.
Pype- umm... I have no idea what you mean by that.

Offline Stratto

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Re: dump time

Reply #23 on: June 12, 2009, 04:06:22 pm

Pype- umm... I have no idea what you mean by that.
He means like a stone or just a bump in the way that would make the skateboard jump a little bit which would make the character bend his knees in the air while maintaining the skateboard under his feet.

Offline Tuna Unleashed

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Re: dump time

Reply #24 on: June 12, 2009, 04:54:40 pm

euuuugh

Offline Gil

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Re: dump time

Reply #25 on: June 12, 2009, 06:02:36 pm
Yeah, if you are going to go with that idea, you need to be putting a little more work into it.

Offline Tuna Unleashed

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Re: dump time

Reply #26 on: June 12, 2009, 06:04:42 pm
oh... ok. now I feel like an idiot. anyway, how's this for keyframes
« Last Edit: June 12, 2009, 06:11:00 pm by Tuna Unleashed »

Offline Gil

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Re: dump time

Reply #27 on: June 12, 2009, 06:09:52 pm
Yeah, now you've got it :). Here's where I would take it. The push needs to be stronger, followthrough longer. Obviously lengthen the time between each kick too, but you know that.



Pretty lousy keyframe edit, but it should carry the message I guess.

BTW, I think the goofy stance is cool, showing the back of the character adds some character to it.
« Last Edit: June 12, 2009, 06:12:12 pm by Gil »

Offline Tuna Unleashed

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Re: dump time

Reply #28 on: June 12, 2009, 06:14:03 pm
most of the strength and all will be added with tweening. also

Offline Quake

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Re: dump time

Reply #29 on: June 12, 2009, 06:15:53 pm
What is he doing in that new animation?

i'm guessing going over a bump, if so he'd need to bring the nose of the board higher.