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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
So, now I have some objects and a background. The next THING ( ![]() characters. The player is controlling them. I am working on the hero as well, but that is on a different computer. There are again some limitations I have to work with: 5 - frame walk animation Fixed frame speed (player-adjustable) 4 directions (up-down-left-right) 50x100 pixels Same weird viewpoint that I am using with other objects ![]() I'm mainly focussing on the movement at the moment, so I kindly ask to comment on that for the time being. Thanks for your valuable tips as I'm certain that I'm doing something wrong. Best regards from M.E. |
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KunstStukken.nl M.E. Art
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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The 5 frame movement is smooth and this is a human hand so looks like you'll be fine :)
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Xion Night
Midshipman ![]() ![]() Joined: 10 July 2005 Location: United States Online Status: Offline Posts: 67 |
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Looks kinda strange how it moves smooth for a sec, then twitches back an forth between like, forefinger, pinky, forefinger. Are you trying to do one of those "tap your fingers in a wave from pinky-to-pointer?" Looks like you got part of it, but then it sorta looses the rhythm.
Otherwise lookin' good. |
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Omegavolt
Commander ![]() ![]() Joined: 03 March 2005 Location: United States Online Status: Offline Posts: 227 |
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Its the index finger causing the breakage of rhythm. It stays down too far when it should be coming up for its next descent. The other fingers are fine. Notice the gap between the index and middle finger. during the finger rising movement. Its there because the index finger should be up with the others, but its not. Try bring the index finger up so that it waves better, and you should have it.
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
Thank you very much for your responses. I'm still working on the index finger but when I was doing other things I thought bringing the thumb up could give more dynamic to the animation. Again, I still have to make an edit on the advice from Omegavolt. Current status: ![]() ![]() Thanks in advance for your comments. Best regards from M.E. |
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kostik92
Midshipman ![]() ![]() Joined: 15 January 2007 Online Status: Offline Posts: 61 |
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maybe it will help you:
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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![]() ![]() Nice! Thank you Kostik92! The view-angle is wrong, but I definitely give that a shot! Thanks! Best regards from M.E. |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
There are some edits I've done. Firstly the Raised Index finger: ![]() It kind of brakes the smooth flow of the hole hand. But maybe it is just what it needs ![]() It could be that I've not done the correct editing. Please feel free to point me in the right direction in case this hand would be more suitable than the others. ![]() This version is on two fingers. I like this but it felt like falling over, so I made another edit by making a kind of body for the hand: ![]() What do you think? Should I focus on the 'lying' hand or the standup hand? Or do something entirely different? Before I want to do the other directions I would like to know what kind of stand I should be persueing. Best regards from M.E. |
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Xion Night
Midshipman ![]() ![]() Joined: 10 July 2005 Location: United States Online Status: Offline Posts: 67 |
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I think I prefer the first type.
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
Currently this is the status: Selected right: ![]() Left: ![]() Up: ![]() Down: ![]() What do you think of the animation? Does it work? I would like to hear some critique on them before I'm going to do highlights and darks. Thanks in advance for your time. Best regards from M.E. |
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KunstStukken.nl M.E. Art
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
Since nobody objected to the basic animation I went ahead and tried to color them in. Phew, a lot of colors were attempted and I ended up with too many I think. One was too bright and the other too orangy. So I mixed them. Am I using too much detail? Too less? Is the line-art still needing work? So .. please give me some comments how to improve my hand! ![]() Thanks in advance for your time. Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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I just forgot to post here... i'm good at animations, so i'll try to help you this time. first of all, i want to ask you something: do the movement of the hand is supposed to be a little-ring-middle-index-thumb walk, like someone who plays the piano rigth? then i think you animation can be simplified to 3 frames per finger. one for the finger touching the ground, other when the tip of the finger points back as it moves the hand foward, and one when its raised back with the rest of the others fingers. Also, rigth after the index touches the ground, the entire hand must make an small inclination in order to let the thumb reach the ground. the thumb, appart from the rest of the fingers, points to the center of the hand.i'm making this my looking my own hand, in order to make a more precise animations. i just wanted a camera to show you how a hand moves, but i hope you can understand my explanation as my english sometimes looks dumb and limited.
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I ate leel's babies
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello Metaru,
Welcome to the handwalking animation! I'm looking for something that is a believable handwalk. So far you can say that for a hand without a body ![]() There are 5 frames in an animation loop in my game. I can of course use two exact same frames but I think it will make the movement of the hand a bit strange. The limitations are really strict on the animation since movement will be calculated for other objects as well. Am I understanding you right that I should use three frames for each finger? So for example: First frame Thumb + index finger raised middle, ring and little arching back second frame Thumb + index finger a little further down on the ground middle, ring and little raised Third frame Thumb + index finger arching a front middle, ring and little touching ground But what about the fourth and fifth frame? I can't lift a finger since it then will break the rythm. If you don't have a camera it would help if you do a little scenario like I wrote above. Or do a little scetch ![]() ![]() Kind regards from M.E. |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Another attempt on a walking hand from the
angle that was described earlier. This one is a two finger walk with the three other ballancing ![]() This one is a hand that moves all the fingers at once: ![]() I still like the 'piano playing' hand the best. Again, if anybody thinks I should do this differently please reach out and give me some suggestions! Best regards from M.E. Edit: Addition of the 'grap'hand Edited by M.E. - 05 May 2007 at 2:11am |
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Serendor
Midshipman ![]() Joined: 27 February 2007 Online Status: Offline Posts: 79 |
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Yesterday sitting at the buss station I played with the reflection of my hand in the window and had your hand in mind...
I think it could be nice to maybe have the hand moving with only the four fingers, not the thumb and let them drag the hand foward... maybe it doesn't suit your style since it may be more creepy :/ Anyway I think the palm of the current hand should be more in the air... now its tipping backwards... just my thoughts........ //Albin |
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www.sunbladez.com
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hi Serendor,
Wow, you are thinking of my hand at the bus-station!!! How nice of you! I will defintely give the 'creepy' hand a go after a short break. As for the palm in mid-air: you might be right. I will look into this. Best regards from M.E. |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello Serendor,
Well, your suggestion might just be the thing that I was looking for. Personally I think this is my best handwalk yet.... ![]() What do you all think? Best regards from M.E. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Way better this last update.
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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Hola M.E.
sorry if i haven't posted earlier.. job, university, some personal stuff, etc. you understand.
BTW, i'll post the secuence now. first of all M.E., i'll point some mistakes in the last 3 updates you submitted in order to fix some errors.
Now, i'll post you how a think this animation should be in my opinion. first, we have to set the real body of the hand. remeber update 1? you added an small portion of an arm. what now comes to my mind is the Addams Family, where exists a character know as Thing who is, indeed, a walking hand.
Here, Thing has an small portion of the arm, and he moves by making a piano sequence with this small portion of arm raised. this is just an idea on how to make the body of the hand. there are some videos of Thing on YouTube, search it by Addams Family Thing
Now, the walking sequence.
1ST Frame
little touching ground arching back, ring arching back, the rest in neutral position.
hand inclined a bit to little so little can touch the ground
2ND Frame
Little raising back to neutral, ring touching the ground arching back, middle arching back with out touching the ground. index+ thumb in neutral position.
Hand still inclined to little.
3RD Frame
Little neutral, ring raising back to neutral, middle touching the ground arching back, index arching back. Thumb in Neutral position.
Hand in neutral position.
4TH Frame
Little is raised, Ring Neutral, middle raising back to neutral, index+thumb touching the ground arching back.
hand is now inclined to thumb so thumb can touch the ground.
5TH Frame
all fingers in the air.
hand in neutral position
Notice 5th frame is the transition between 4th and 1st.
hope this had helped you M.E.. sorry for the goofy english.
Nos vemos!
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I ate leel's babies
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hola Metaru,
Thank you very much for your efforts. I really appreciate it! The handwalk of the THING was the starting idea. In my game the player will use the hand to open a door with a switch, and maybe more things... So, in general it does not need to be a particular hand. Just one that is a little bit believable. The viewing angle makes it hard to see the movement at the back since frequently it will be blocked by the front part of the hand. This will cause a 'non-moveable' finger. Until I exagerate it, but then it doesn't feel natural anymore. Can you explain a little bit what you mean with 'arching back' . Is neutral position a position in the air or on the ground? I'm not a native english speaker as well so we might be confusing eachother ![]() But, again I really appreciate all the time you put into this! This is what I currently have: ![]() ![]() ![]() Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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indeed, i'm not a native english speaker too, como has notado
![]() ok, what i mean with "arching back" is the postion when the finger makes an arc by flexing itself. when you grab something like a glass your fingers form an arc. when i said "arching back" i refered to the position when the tip of the finger drops and touches the ground with the verey tip of the nail, with your hand in a horizontal position. it's that ok? ![]() |
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I ate leel's babies
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hola Metaru,
This is my attempt on your scenario as far as I understood it ![]() ![]() The hand must be a bit low since otherwise you end up with this kind of thing: ![]() The ringfinger and pinkfinger are not visible (or almost not). Please point me in the right direction because I don't feel as I understood what you are aiming for. Kind regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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hmm... no.
but I can say that the previous version was the most acurate of all, so i'll encourage you to use it and start the color phase.
Saludos
Metaru
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I ate leel's babies
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Ok, colors..
Which palette do you prefer: ![]() or the one from a previous attempt: ![]() Maybe there is another palette I should use? Thanks in advance for your advices. Best regards from M.E. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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I think, based on all the other parts of this project, that the dark version fails completely. The lighter looks better with the other items, because it stands out clearer and is brighter.
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LuX
Seaman ![]() ![]() Joined: 07 May 2007 Location: Austria Online Status: Offline Posts: 17 |
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I like the light version very much but i think you nee more animations ^.^
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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ligth version, period.
slaudos!
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I ate leel's babies
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hi Again,
Well, during my coloring I thought I would better check the animation in-game before I spend too much time on colors and to find that it doesn't work. And... indeed, the walkanimation looks ok when viewed on a single tile, but when the action comes in it doesn't feel right. In the following capture of the game I have used the up and down movements from an earlier WIP which looks much more dynamic and smooth. The right and left walk are not working. One is flapping and the other does something that isn't even visible. ![]() The capture program sometimes drops a frame so in the real thing it looks better, but still the right and left walk are strange. The game-program does not use an animated gif, so every single frame is a single image that is displayed along the animation line. So if the hand 'walks' left the different frames are programmed 10 pixels to the left of the previous one. (I hope I make myself clear?!) Is this common? I mean that there is a different animation process if an animation looks ok when done on a fixed tile compared by an animation done using shifts of the tile?! The previous 'fixed tile' animation will work fine when the background moves. But I will need a movement of the figure on a fixed background... Is there something I'm missing when I'm doing the animation in a drawing program? Should I move the object already on the canvas? But it looks weird and jumpy when an animated gif loop is being done using a shift on the canvas ... Thanks for helping me getting to grasp with this... Kind regards from M.E. |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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It appears that choosing the right frames is again the
way to go. The 'in-place' positioning of the frames still is the correct way of animating, even for the shifts in the game. The timing will change a little bit and this needs to be calculated into the animation itself. Lot of trial and error at the moment. Hopefully this will be a method that can be learned ... http://www.youtube.com/watch?v=LuUSSi_HCPk Can I color it now? Or should I still fix some line-art? Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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saludos M.E.
go and color. that's all i will say.
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I ate leel's babies
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sharprm
Seaman ![]() ![]() Joined: 22 November 2006 Online Status: Offline Posts: 28 |
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Chaos engine had some good hand enemies.
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