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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello Everybody,
Here is what I did for the hero at the moment. Boy, is animating tough! The hero of my game should look a bit romanticed strong person, although he himself is just a boy. I tried to mix some styles but I'm not sure if it works. The reference for the boy was Kevin Sorbo who starred in the Hercules TV show. Unfortunately the pants and the shoes are almost identical colored. I think it would work better if the shoes would be a more lighter color?!?! The progression is from the right to the left. Sorry I just ended up copying the latest work first and then the oldest ones. Hope you can still 'read' what I attempted to do. Lessons Learned: 1. Use a background color and only one tool => Pencil Make transparent afterwards. 2. Use color blocks for different parts of the body 3. Do not work on details like hair 4. Remove shade/shadow 5. You can have large distance between frames but they have to be TIMED right! Otherwise they look jumpy. 6. Use reference lines to help you with the movement 7. Keep things smooth for both animation and lines. Too much different frames gives rough feeling. Played with highlights and shadows. Make legs and arms darker when moved behind body: ![]() Enlarged the sprites a bit and new colors: ![]() ![]() ![]() ![]() ![]() Lighter shadow,, arm exageration, lighter hand: ![]() ![]() Details and shadows: ![]() And the left version: ![]() Smooth lines: ![]() Arm movement change, hair and basic coloring: ![]() ![]() ![]() Without Reference lines, color blocks: ![]() ![]() No details, reference line, color blocks: ![]() Speed of the frames ![]() ![]() ![]() Limitations: - 5 frame cycle - 50x100 pixel width/height - speed will be determined by the player - View is a kind of weird isometric-frontal view - Hero should be a mid-height person (There will be a giant and smaller characters) Thanks in advance for all the comments that you may have for this. Best regards from M.E. Edited by M.E. - 02 September 2007 at 12:55am |
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Kfuchoin
Commander ![]() ![]() Joined: 11 March 2007 Online Status: Offline Posts: 740 |
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dude.. his right leg (our left) of the first animation cycle.. when the 5 frames end come to the front without any sprites... basically is like it teleports..., make it go back normally....
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may the pixels be with you..
~Kfuchoin eMo looking for people for an RPG info: http://www.pixeljoint.com/forum/forum_posts.asp?TID=4903 |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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They all look slightly 'rough' in lineart quality.
There is a bit of a jump in time on all these versions. Animation in 5 frames is rough going so patience will be needed here. I will admit to you that I don't feel qualified to crit on anatomical pixels but will certainly leave my take on things so that you may ignore them, lol. |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Originally posted by jalonso They all look slightly 'rough' in lineart quality. Absolutely! It is still very much WIP ![]() And luckily I didn't work on them too much : Originally posted by jalonso There is a bit of a jump in time on all these versions. Animation in 5 frames is rough going so patience will be needed here. I have patience. OK, back to the drawing board for the cycles. It was the best that I came up with after a lot of trying. Maybe I will be using Ensellitis technique he used on his walk/run cycle by using a wire-frame first.... Does anybody else use a different technique animating? Or is it just a bunch of trial-and-error? Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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Que tal M.E., or I shall say "Sir"? :D
i often draw each part in black&gray, and then i start animating it. sometimes, i animate each part individually and then i merge them all in one single image. those are just ideas, most of the times is just trial and error(where a software with a real-time preview is often your best friend) Ens's Wireframe is good when working on more complex/larger animations, but you could use it here as well. now, for the 5 frame animation.. althougth they 're 6 frames long, Chronno Trigger Sprites can be an exelent reference for a walking animation. ![]() I took me a while, and found very hard to make a credible walking/run animation in 5 frames, since most animations are often the first half + mirrowed second half. so, my conclusion is that you |
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I ate leel's babies
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Hapiel
Rear Admiral ![]() ![]() Joined: 30 June 2023 Online Status: Offline Posts: 3266 |
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Originally posted by Metaru so, my conclusion is that you should make 6 frames? should stop this project? should kill yourself? should stop reading now?? |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Originally posted by Lollige Originally posted by Metaru so, my conclusion is that you should make 6 frames? should stop this project? should kill yourself? should stop reading now?? ![]() I will choose: 'should investigate these awesome characters' I never have seen the chrono trigger stuff before. Excellent work! OK those are 6 frames. But it gets really close to what I 'm looking for. Thanks Metaru!! Kind regard from M.E. |
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dragonrc
Commander ![]() ![]() Joined: 05 May 2006 Location: Netherlands Online Status: Offline Posts: 294 |
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I think that you should make it 6 frames, but I know your limitations so that won't be changed
![]() I put the forward running cycle togather in the right place to give proper critique(all my critique will be pointed at this one):
![]() The frames in your running cycle look a bit out of place.
I think one of the biggest issues is that the image changes too much with each frame. Take a look at the hair for example. But maybe it is this way because it is a very WIP.
I also think you should make the left arm (to our right) move more like his right arm.
For the legs, the biggest problem I see is that the leg that is at the back goes behind the foreward leg. This is visible in frame 1 and 5. the left foot (to our right) in frame 4 looks a bit weird.
When you start to shade it, you should make the back leg and foot much darker then the foreward one.
Also, I think that you should finish the foreward running cycle first before you move on to the next one. Edited by dragonrc - 04 June 2007 at 1:12pm |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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damm, dragonrc thats great. Your comments are well put too.
You are improving so much, kudos. |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Originally posted by dragonrc I think that you should make it 6 frames, but I know your limitations so that won't be changed ![]() Unfortunately.... The width*height of each tile would change. Since the frames are calculated based on the width/height. Propably that is not a good thing to do, but I couldn't figure out how to do it differently in the programming language. Originally posted by dragonrc The frames in your running cycle look a bit out of place.
I think one of the biggest issues is that the image changes too much with each frame. Take a look at the hair for example. But maybe it is this way because it is a very WIP.
Indeed very WIP. But you got a good point I think. When investigating the chrono trigger sprites there was movement in the hair and clothes, but the legs & arms & head moved rather smoothly and not so jumpy as I had done it. The frame steps are too wide apart. They are missing in-between frames in my animation. I'm currently working on a 'slower' walk by keeping the legs and arms relatively close together. Originally posted by dragonrc
I also think you should make the left arm (to our right) move more like his right arm. For the legs, the biggest problem I see is that the leg that is at
the back goes behind the foreward leg. This is visible in frame 1 and
5. the left foot (to our right) in frame 4 looks a bit weird.
When you start to shade it, you should make the back leg and foot much darker then the foreward one.
Thanks. Will keep my eye out when I'm on the front view. Originally posted by dragonrc Also, I think that you should finish the foreward running cycle first before you move on to the next one. Actually, I start with the side-view as I have two in-game objects when I flip it (of course not when the lightsource has been added ) So, this is where I am: - Chrono Trigger Has three, four and six frames for enemies and the 6 one for the team players. When removing just one of the 6 frames the movement becomes lumpy/jumpy. So, I had to touch mostly every frame to make the movement 'better'. At least that is what I hope for. Not sure if this is regarding ripping, but if I change the height and width and the placements of the limps I think I'm not violating the copyright. (Is there copyright on walk? ![]() I discovered that animation is a lot about timing. When taking the same cycle with different speed it is not really working: (Very WIP) ![]() ![]() My game will enable the user to select the speed of the animation. But I have a starting speed that suits the first (slow) one better. There are a lot of animations to be done so I decided to go for one speed to base my animations on rather than creating different animation cycles for different selection speeds. If the player wants to go faster he will have to be faced with the jumpier graphics. Am I on the right track? Or, is what I'm talking about nonsense? Thanks a bunch for everybody who is taking the time and effort to help me. Highly appreciated! Best regards from M.E. |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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The slower animation looks smoother except for one bit: when he stops moving his nearer arm to our left and it swings to the right, the animation jumps and it throws the whole thing off. Look at the differences between the frame where his arm is farthest to the left and the next one in the animatin and see if you can't soften the transition. About the Chrono Trigger sprite, go ahead, nobody really minds unless you try to submit a Chrono Trigger rip/edit to the gallery, pass it off as your own, or sell it. |
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Ensellitis
Commander ![]() ![]() Joined: 19 June 2005 Online Status: Offline Posts: 10099 |
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quick sketch ups of a 8 frame run cycle from both left and right... imageready screwed up my save for web prefs, so it is a bit screwed up... but maybe it will still help
![]() ![]() timing slowed down for reference |
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There's a pubic hair on my keyboard. What the f**k?? I "mow the lawn" so it's not mine. Gross. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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You asked about the best way to get animations going. The wireframe way I find very difficult. This (color blocking) however is the best way, I find:
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Ensellitis
Commander ![]() ![]() Joined: 19 June 2005 Online Status: Offline Posts: 10099 |
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wire frame is good if you are doint a very very detailed animation. such as a larger run and you want to have skeleton base to work with, for me atleast thats the best way. animations this small, i clock the hell out of em
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There's a pubic hair on my keyboard. What the f**k?? I "mow the lawn" so it's not mine. Gross. |
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dragonrc
Commander ![]() ![]() Joined: 05 May 2006 Location: Netherlands Online Status: Offline Posts: 294 |
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This critique will be for the sidewards walking animation:
I know it is still a WIP, but you should try to make the frames look more like eachother, the frames are changing to much and it gives a messy feeling.
I suggest you don't start with details to soon, save that for later. So it's best to remove the shadow.
![]() ![]() To get the effect of a walk you should make the sprite bump, you do that yourself when you walk. What you did here is almost right, in frame 2 you got it right, you go down a little bit when walking and that is when you place a step like in frame 2. In frame 4 you made the sprite to high up, it should be in the same position as frame 1 and 3, just below the red line. In frame 5 you made the sprite to low, it should be in the same position as frame 2.
![]() This is an edit I made, I did a few things here. Placed red lines for where the head should be (with exeption for the head at frame 2+5) and for where the feet should be placed when put down on the ground. I also made a blue line to show where the head should be, it shouldn't move forward or backward (to our left and right)
I also copy pasted the head and put the same head on the body in every frame, it changes too much in your frames. The only thing that should move is the hair, but you should wait with doing that untill you shade and detail it.
For the left arm(the one closest to us), I think it should be placed more forward (to our left).
Here is an image that shows you how the arms movement usually is:
![]() (green= upper arm, red= underarm)
0 - usually not in a 6 framed walking animation, it is this way when the character is standing still.
1 - the arm is starting to go backwards
2 - the arm is at it's most backwards position, it is bend more then in the rest of the frames.
3 - the arm is starting to go back to the 0 position
4 - the arm is starting to go forward (swing)
5 - the arm is at it's most forward position
6 - the arm is starting to go back to the 0 position
I think you should follow this pattern in your frames, because you only have 5 frames you'll have to drop one of these positions, I think it is best to drop number 4. In this frame the arm is starting to go forward, this is the fastest movement in the whole animation of the arm so when you delete this frame it will look as if the arm is moving faster when swinging forward then when its pulling backwards. It's also possible to drop frame number 3, but you'll have to mess around with it a bit till you get it right.
For the right arm, watch the reference of Ensellitis.
![]() ![]() I think you should redo the frames, copy and past the body like I did above and then put arms and legs on him. Then when you start shading and detailing him you can make the body and the hair move.
I would leave the body pink (or an other color that is different from the hair and the arms and sleeves). And after you got the arms and legs right you can change the color and shade it.
Look at this walking cycle made by Ensellitis:
![]() It's body doesn't change that much, but it still looks like it's moving. This is because of the shading, it move while the character is walking.
I hope this helps you impove your sprite. ![]() Edited by dragonrc - 05 June 2007 at 7:01am |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Dear All,
In one word: AMAZING! Your comments are really awsome! The very biggest thing that hit me is that I was doing way too much doing this. You all might laugh at my stupidity, and I'm confessing this only to help maybe another person who is reading this to think twice of doing it like the way I was doing it. You may know that I need a transparent background for my game. So I tend to work with transparency on in Gimp. If I make a mistake I have to switch tools (Eraser instead of Pencil). Also I need an outline in the game, but when building up a cycle I of course do not need one! When working on the excellent 8-frame piece from Ensellitis I discovered that you CAN have the legs and arms far apart, but it has to be nicely timed to get a faster action. In fact I made the legs run using a 5-frame cycle: 1, 3, 5, 7 8 (The front leg from frame 4 instead of the original 5) The arms did something strange, but it made the point! So disregard my comment that you can only do a 5-frame walk/run with everything close together. Lessons learned: 1. Use a background color and only one tool => Pencil Make transparent afterwards. 2. Use color blocks for different parts of the body 3. Do not work on details like hair 4. Remove shade/shadow 5. You can have large distance between frames but they have to be TIMED right! 6. Use reference lines to help you with the movement M.E. Bows to his teachers. Kind regards from M.E. |
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Ensellitis
Commander ![]() ![]() Joined: 19 June 2005 Online Status: Offline Posts: 10099 |
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Originally posted by M.E. Lessons learned: 1. Use a background color and only one tool => Pencil Make transparent afterwards. 2. Use color blocks for different parts of the body 3. Do not work on details like hair 4. Remove shade/shadow 5. You can have large distance between frames but they have to be TIMED right! 6. Use reference lines to help you with the movement mind if i elaborate a bit on the lessons you learned? you better not! 1) exactly. pick a color for the background that you are not going to ever use on the piece, makes removal a breeze afterwards. but DO NOT make it a bright color, your eyes will thank you later. 2) for this size, absolutely. it will save you lot of time and agony. 3/4) detailing should be dead last on your list of things to do. get your walk down, shape it all up, THEN detail it. otherwise you risk finding an error when you re nearly done detailing, and find yourself wasting hours or days (trust me on this :() 5) a mark of a good animation is fewer frames for the same result. you could make a very believable 3 frame run cycle and make it look good, but as you learned, it is all timing that makes it good. if you are using photoshop to animate, you can actually make frames faster tha 0sec delay by giving it .01-.09. play around with them. timing can also help you hide errors... much like what jalonso does with his details :P 6) if you do not use reference lines (even most pros still use them) then you are most likely doomed to screw up. good luck, cant wait to see more! EDIT: if you want, you can try this out ![]() i have used that since my running pencil. Basically, here is how it works: the BACK of the character goes along the furthest left line, and his back can NEVER go over/across/past it, ever. the bottom line is the ground, feet can never go over or cross that line. the top lines are for head movement. at the moment he reaches the point where both feet are about to leave the ground, the top of his head will be at the red line, at the top of the stride (When both feet are off the ground), his head will be at the top black line. when he is idle/lands, the top of his head should be at the bottom of the 3 lines. just readjut the top 3 lines to the height of the character. hope that helps ![]() Edited by Ensellitis - 05 June 2007 at 8:01am |
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There's a pubic hair on my keyboard. What the f**k?? I "mow the lawn" so it's not mine. Gross. |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
After a week of practice it is time to show you where I am. During the week a lot of what I did ended up in the trashbin. Most of the time I spend was trying to figure out where the ground is. ![]() ![]() I think I have the forward foot (the one facing us). Not quite sure about his behind-leg. I tried to use another reference line which I removed in the last version as it was a bit like he was walking on a train-track when I kept it in ![]() So what did I do? 1. Use a background color and only one tool => Pencil Make transparent afterwards. 2. Use color blocks for different parts of the body 3. Did not work on details like hair 4. Removed shadow 6. Used reference lines to help with the movement The one I wanted to highlight is this one: 5. You can have large distance between frames but they have to be TIMED right! After trying to figure out what was wrong with one of the movements I realized that two frames after eachother where too similar with stands of the arm. ![]() ![]() ![]() When two frames have too similar overlapping limps, it looks like a jitter / swapping of the limps. Boy, you need to watch out when you place those things. The more I work on these things the more I think that timing is the most important thing in animation. The refrence lines and the sloppy pixels are not even as important as the timing. I dare to say that you can have a nice looking animation with sloppy pixels and no reference line(s) at all.....I still need a lot of practice on the timing. Is timing something that you can learn? ![]() This is what I have now: ![]() @dragonrc: The arm movement like you have mentioned was attempted but it felt kinda strange. It had a clockwork pendulum effect. Must have been my timing , I guess ..... ![]() @ensellitis: One time I had the 100ms timing again and the animation looked really, really smooth and nice. But I wanted the 150 ms and then the error showed!!! So, unfortunately I can't hide them. I need to have it spot on. A long way to go then ..... Kind regards from M.E. |
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dragonrc
Commander ![]() ![]() Joined: 05 May 2006 Location: Netherlands Online Status: Offline Posts: 294 |
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Much better
![]() Now, the biggest problem is that the back leg doesn't touches the ground. The front leg loogs good. What many people do is just copy the legs, so you can just copy the front leg and replace the back leg with the copy. Be sure to recolor the front leg before you replace the back leg or else it will mix with the font leg!
To show you what I mean with the confusing stuff I said above I made an edit:
![]() ![]() When I made this edit I noticed 3 things:
1. The legs should be lifted more up when going forward. It will look much better when you do this.
2. You use extremely much colors that look exactly the same. Like in the blue leg, it has over 6 colors. This might be because it is a WIP, but I strongly suggest you keep things simple because it will be much easier to edit. (it took me very long to make the edit above because of this).
3. His butt suddenly flattens in the 4th frame and pops out in the 3rd, this is a weird combination.
There is something bothering me with the front arm, look at the slow animation posted above, when the arm is going back it suddenly fattens up. You should make it thinner and more bent like in the frame that follows.
Also, when the front arm is moving forward (to our right) the back arm should be visible a bit, if fact, the back arm should be visible much more then 1 frame. Don't think of it as something that pops out once every few frames. Think of it as a whole arm. It should be visible when going back (at least one frame) and it should be visible when going forward, I would suggest being visible 2 frames in the forward movement. It will have to be visible a bit for one frame, and a bit more for the next frame.
Something like this:
frame 1:not visible
frame 2:visible at the back
frame 3:not visible
frame 4:slightly visible at the front (our right side)
frame 5:visible like it is right now in that frame at the front. But a bit lower.
I noticed an other thing, you tend to place the back limbs above the front ones, but since it is a sideview they should be on equal height. I already did an edit to that in my edit above to the legs. The same thing happens to the back arm:
![]() So, back arm should go lower.
About the timing, I don't know much about it. But in this piece it will be important because it has only 5 frames.
Keep up the good work!
edit: I noticed something else, when he puts his feet down it should land on the front part of the foot, now it lands on the back of it's foot. You can see very well this in the image posted above. Edited by dragonrc - 12 June 2007 at 11:38am |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello again, A lot of testing was done the past days. Originally posted by dragonrc Now, the biggest problem is that the back leg doesn't touches the ground. The front leg loogs good. What many people do is just copy the legs, so you can just copy the front leg and replace the back leg with the copy. ...
There is something bothering me with the front arm, look at the slow animation posted above, when the arm is going back it suddenly fattens up. You should make it thinner and more bent like in the frame that follows. Also, when the front arm is moving forward (to our right) the back
arm should be visible a bit, if fact, the back arm should be visible
much more then 1 frame. Don't think of it as something that pops out
once every few frames. Think of it as a whole arm. It should be visible
when going back (at least one frame) and it should be visible when
going forward, I would suggest being visible 2 frames in the forward
movement. It will have to be visible a bit for one frame, and a bit
more for the next frame.
Something like this:
frame 1:not visible
frame 2:visible at the back
frame 3:not visible
frame 4:slightly visible at the front (our right side)
frame 5:visible like it is right now in that frame at the front. But a bit lower.
Definitely the back leg is still doing strange things. This is what I tried copying the front/back: ![]() I tried seperating the hand from the arm to see if it still would move smooth. Now it looks like the backleg is scraping the ground .... Originally posted by dragonrc I noticed an other thing, you tend to place the back limbs above the front ones, but since it is a sideview they should be on equal height. I already did an edit to that in my edit above to the legs. The same thing happens to the back arm: ![]() So, back arm should go lower.
About the timing, I don't know much about it. But in this piece it will be important because it has only 5 frames.
Keep up the good work!
edit: I noticed something else, when he puts his feet down it should land on the front part of the foot, now it lands on the back of it's foot. You can see very well this in the image posted above. The feet placement issue gave me a lot to think about. The game has a slight birdseye view. My initial thought was to try to match that view closest as possible. But sometimes it might be nicer for something to have a slightly different pose. This is the current mockup from the game: ![]() I have attempted a couple of different views from the character. Please disregard the sloppy pixeling and unsmooth animation. I would like to know which view works best for the game 1. Birdseye view a bit from the right ![]() 2. Birdseye view but straight with the body ![]() 3. Sideview ![]() The sideview looks the most normal walk-cycle but I fear that it might not work well in the game. What are your thoughts? And a side note: Sometimes when I'm working on these animations I get a little frustrated and I tend to do something differently. Do you work on different things to keep you motivated or are you just focussing on the task at hand even when it is sometimes frustrating?!? Thanks for your input. I really appreciate it. Best regards from M.E. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Progress is looking good to me. When you get to pixel detailing some of the glitches can be hidden so don't over sweat it.
and yes...we need breaks from our own stuff, I think its our only commonality. |
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Aleiav
Commander ![]() ![]() Joined: 08 April 2016 Online Status: Offline Posts: 2380 |
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The birdseye view is looking a little more like a stumble than a walk. The head seems oversized.
On your sideviews, I think the light brown leg should be bent a little bit more. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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Saludos M.E.
yes, it's me, the one who didn't finish it's post up there. sorry for that inconvenience. as you, i found myself in a challenge to make a credible animation of 5 frames (while most sprites are made of pair frames -4,6,8,etc.- where the second half of the animation is them first half "mirrowed"). my conclusion was, in fact, that your had to work with timming. i tried some ways to make an animation using a stickman, they're easy to draw and can be a good reference. you can use them as a wire frame also. now, the animation itself. as everyone else told before we can't use the regular formula of a pair of movements per step, because we'll always find one frame that can't be used as a trasition. so i figured a even more realistic theory than working with the frame timming stuff(i thougth). instead of drawing 5 frames individualy, why don't try and make a to divide an animation into 5 frames?, like i did with your hand movement. i watched some walking videos in youtube and found this one in particulary helpful for walk, and this one for run. however, after 2 days or so of pure, productive-less, stressing, and annoying epic failure triying to make this theory work, and almost giving up, i just told myself in a moment of solemn inspiration. "if this is about timming, and this is a game, he doesn't have a identical frame collapse system, so he can have two identical frames and fool it's own engine!" ![]() Exact! because you can have a 4 frame animation... made of 5 frames!(savethe sprite and check it). what i made was asing a lapsus of '16' for the first 3 frames, and '8' for the 4th and 5th frames. since the delay time is exact and apparently there's no difference between them (unless you need to specifillay modify a pixel or two to break the 'identical'), they appear to be one single frame. here's a more evident example ![]() hope this works. at least its a good old trick. about the point of view, i would suggest you to use the same point of view that you saw in the chronno trigger sprite. basically because you need you sprite to fit with the rest of it's enviroment, and that's not possible using a sideview sprite. slaudos sir! Edited by Metaru - 17 June 2007 at 2:52am |
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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,
Thank you for the investigations. Unfortunately the suggestion you made (using two identical frames with half-timing) is not working for me. Each frame gets exactly the same amount of timing in the game. So your cheat does not work for me. Nice suggestion by the way ![]() Maybe in the end I will be better with the 5 frame animation. At least I give it a try of three more weeks and see what comes up. OK, I will try to match the point of view of the sprites to match the chronos and see what happens. Saludos Dear Sir. Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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so the timming this isn't working... you'll had to try that thing of divide an animation in 5 frames
so you had another lesson to add to the list above:
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
Here are some new walkies in this post. I think the relaxed walking is now going much better: ![]() The birdseye view is indeed emphasizing the body parts a bit too much. I think I need to skew it a bit so that reads more like a side-view than a upper view. Another attempt on a (bit more) dynamic walk by lifting the leg higher. ![]() This one is real scetchy but I am attempting different things at the moment. Do you think that I should make the relaxed walk more dynamic? Or is the relax walk good enough to continue working on / with? Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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hola M.E., long time no see you.
sir, you are making a common mistake in walking animations: when you character walks, he moves his left leg and also his left arm, wich is unnatural since we actually move the leg's opposite arm while walking. I'm not sure if I was clear enougth, but that's what I had to point actually.
about the second one... since it's just an skecth, I'll have to say it actually looks like he ran backwards... something weird in my opinion.
you made a great work on the first one. I almost can't notice the 5 frame animation. i encourage you to use it(by fixing the point I mentioned before) and start working on it.
slaudos
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello Metaru,
Thanks for the arm movement. I knew that, but forgotten about it ![]() This is what I did : (This has a little bend in the movement, and attempt at large muscles) ![]() Straightend out and fattend: ![]() Hair and other stuff: ![]() While I didn't had a problem with the proportions on the color-block animation, I now think the figure is out of proportions. I think he should be a little longer?!? I'm a right? Is something else wrong? Before I'm working to far on it, I would like more opinions. Is the straighten out pose on the arms better than the bended one? How about the muscles? Should I try to get them in? I am also struggeling with the dark outline. Not sure if I should do a sel-out or a regular (semi-)black line? Most of the other objects have dark outlines. Thanks in advance for all advice and comments. Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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wow... this's looking pretty good. before anything related to color and anything else, i suggest you to refine the character's movement. pay attention on how he steps -actually, he steps with the tip of his feet-, and how his head moves. try to kept the body in the same position with a minimal movement of 1px up and down.
about the outlines... try to follow the pattern that you already set for the sprites/objects, if all of them have outlines, the your sprite should try to have outlines(or a semi-selout). other wise, they will just pop out of the bg, or they will fuse with it.
hope this helps you.
slaudos!
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dragonrc
Commander ![]() ![]() Joined: 05 May 2006 Location: Netherlands Online Status: Offline Posts: 294 |
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Ah, a new update. It is improving very well!
But, there are still a few things that you can improve.
Most things you can improve are hard to point out in words soI made an edit for you:
![]() ![]() I only edited the head and the legs, I don't have any time to edit the arms for you right now.
I did a few minor edits but these are the main things I did:
- Made an outline for the front leg every frame, it was very messy in your animation, the first frame has an outline for the front leg but the second frame doesn't.
- Gave every frame the same head, it changes sizes in your animation, but the head should almost stay the same in a walking animation. It can have some hair movement and some other minor changes but it shouldn't change sizes.
- Did an edit to the back leg in the last 2 frames, I also made the last frame move down 1 pixel instead of the 4th frame so this edit looked better.
- Fixed the major up and down movement, it should only move 1pixel down in 2 frames, in your animation it moves up and down every frame, sometimes even 3 pixels.
- I edited the end of the shirt so it won't move up and down but stays in place.
The biggest problem is that every frame differs too much. The head and the arms change in every frame and some frames got an outline on the legs and some don't. That makes the animation looks rough and sketchy and it makes giving critique and making edits very hard. You should try to fix this.
About the outlines, make the standing frame with an outline and without an outline, then make a small mockup and see what looks best.
I'm looking forward to see the next update
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hey DragonRC and Metaru,
OK my teachers, I will listen to you and stop coloring for now! ![]() Back to the blocks it is!! When I zoomed in I had a scare and totally see your point dragonrc. When in 100% mode it didn't bother me that there were too many different lines. I actually thought that the movement was dynamic. When zoomed in I noticed it is WAY to dynamic. Another lesson: - Keep things smooth for both movement and linework! Thank you for all your patience with me! 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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Hello All,
Here another update. The lines are a little smoother now. I removed a couple of pounds on the hero, so he is a bit more in proportion (I think) @Metaru: I changed one of the frames with an upward pointing foot which hopefully makes the walk more on the whole foot in stead of the toe.... @Dragonrc: I have moved the body a bit so that it was aligned more. The character was sometimes one pixel further. ![]() Is the animation too quickly? I've attempted a non-upwards movement: ![]() But that does look strange as well. Or is the movement with the upward step the way it is supposed to be? Outline and smaller head: ![]() At least I think the animation is smoother than before. Is that a good assumption? Thanks for your comments! Best regards from M.E. Edited by M.E. - 29 June 2007 at 4:27am |
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dragonrc
Commander ![]() ![]() Joined: 05 May 2006 Location: Netherlands Online Status: Offline Posts: 294 |
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This is looking really good, just a few edits and you can start detailing it.
Here is another edit I made:
![]() I shortened the arms and made them swing more.
I gave the back arm a darker color so it doesn't pop as much as the front arm.
I made some adjustments to the legs, you should compare the frames to see what I've done.
I also made the shirt a bit longer, it looked too short to me.
Also, I noticed you had 3 frames bump, but only 2 frames should bump, so I fixed that too.
Personally I like the animation without the outline more right now, but it's best to see it ingame (in a mockup) to see what fits the game best.
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello DragonRC,
Thanks for the arms! I've attempted to edit it. ![]() The hands switched sides in the animation you made so I opted for a little view of the backarm. When attempting to copy the changes to the back leg the animation didn't flow anymore. I will investigate further but for now I think it reads better anyway. The 5th and 2nd frame have the upwards movement as they have the full stretched legs as far as I can see. I made the shirt one pixel longer. Here are the mockups: ![]() Outlined: ![]() No shadow yet. I think the outline version is what I should use. Or a semi-selout. Or, maybe I should use different colors alltogether? Can I work on the details now?! ![]() Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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semi sel out absolutely. pay attention to the in game ligthsource, that is the key for definition. you need contrast between the sprite and that grass. :{
and the animations is OK! don't touch it anymore! remember to add the hero's sword, and now, at last, i think you can start colouring. slaudos M.E. congrats. |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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YEAH
I have permission to color. Well that brings me to the point where I ask if different colors in frames helps or does not help with the animation.... Look at my hair for instance. I used different colors on the same spot to try to get movement simulation. Is this something that works? Or should I refrain from using different colors in animation? ![]() And Metaro: I'm a peacefull man: no weapons!!!! But there will be a sort of a cannon-character (we have to block it!) 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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While I'm waiting for the verdict on the animation
of color positions I started working on the backwards walk. Hopefully I started to implement the things I have learned previously. At least here are some color blocks: ![]() What do you think? Am I on the right track? Thanks in advance for your comments. 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 am liking your character. I think the more detail (like the hair color change) is always a good idea for hero sprites. A gamer is more focused on this kind of sprite than other ingame elements.
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
Here is the latest update on the rightwalk and also the leftwalk of the hero. 1: ![]() ![]() 2: ![]() ![]() I have changed the color of the boots as they appear much better in the game when they are bright. Do you think I'm done with these? Any more suggestions? Personally I thought when zoomed in the first bumped a little too much. So I decided to have an upward movement of 1 frame. Which one is better? One or Two? I will be working on the back/front walk now until I hear from you ![]() Best regards from M.E. (Edit: Upward movement reduction) Edited by M.E. - 06 July 2007 at 1:27am |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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On your next update throw #1 on a bit of game BG. I can't tell how distracting that zombie hop really is.
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello Jalonso,
Here is a little youtube with the walking/running hero: http://youtube.com/watch?v=YDfE8yA5TFo This is the one with the two upwards movements. Here are the two right walking cycles with the background: 1 ![]() 2. ![]() Hopefully you can help me in determine what is best?! 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,
After some time watching and running in the game I decided to keep the two frame upward movement. No upward movement really looks weird like it slides on the grass. The shadow was way to black causing a 'cut-out' look. Also the arm movement was made a bit more dramatic which gives a better flow I think. Making the hand lighter made it better to see. What do you think? ![]() ![]() Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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sorry if i haven't post in a while M.E.. to be honest, i'm always triying to come and see if you have posted something to help you in your game. you're the perfect example of what somebody should do when you come and ask for help.
much, a lot much nicer. i would pick this as the definitive one. maybe make that yellow a bit more brown, but only in a very sutile way... just to make it fit the rest of the color palette, so they wont pop-out of the screen. and well, hoping to see more updates. you have a lot of work to do, and sir, let me say you're making an exelent work. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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That last update looks good now to me ;)
*So I visited your PJ gallery profile and noticed you have nothing, no pixels, no faves, no comments...you gotta spread the love, man. Give back to the community that gives freely to you on occasion ![]() Edited by jalonso - 07 July 2007 at 8:07am |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello Jalonso and Metaru,
Thanks for the encouragement. I will be working on the other directions. @Jalonso: I can't login to the gallery , cannot comment on the gallery. I only managed to login to the forum. In the forum I sometimes offer some comments when I think I have some thing that I can offer. My appologize if I don't give back to the community. To be honest I don't think I have much to offer for others as I'm still learning very much myself! Best regards from M.E. |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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Originally posted by M.E. I can't login to the gallery , cannot comment on the gallery. I only managed to login to the forum. HAHAHA ![]() Originally posted by M.E In the forum I sometimes offer some comments when I think I have some thing that I can offer. My appologize if I don't give back to the community. To be honest I don't think I have much to offer for others as I'm still learning very much myself! That's not true, I'm sure that your comments are always recieved. you've made yourself a reputation here, and i'm sure that you can give a good advice or two (and not only technical issues -dithering, colors, animations and stuff like that-.) Originally posted by M.E. Best regards from M.E. and this is what i mean with 'not only technical issues' ![]() |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hi Metaru,
What a bunch of flattering words! That is good for my ego ![]() How did you resolve your issue you had with the login of the gallery? I thought that there are way better persons to give critiques. The times I did give comments, the other, more experienced teachers here on PJ gave much better comments than I did. So I tend not to give comments unless there are some foster childs posts that have no comments... As soon as I will be able to login to the gallery I will definitely do favorites and give feedback on the gallery pieces. I might even try to participate in a weekly challenge .. you never know ... ![]() Back to the thread: ![]() ![]() ![]() ![]() ![]() I know: I should probably have worked on the color block WIP before attempting to color them with details.... I'm too eager!!! Do you think the little head movement on the frontwalk is working or is that kind of movement a little bold for such a small sprite? The most important comment I can offer myself is that the frontwalk is larger than the others. But I think it worked a little bit better. Maybe I should not do such a thing?!?! EDIT: I made the smaller version as well for you to compare with. Thanks in advance for your comments everybody! Best regards from M.E. Edited by M.E. - 09 July 2007 at 11:02am |
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Metaru
Commander ![]() ![]() Joined: 03 February 2020 Online Status: Offline Posts: 3305 |
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solve? solution? i never got one of those. if i'm correct, you can't login to the gallery using the same password you use in the forums. what i did was to request a new password thru the password recovery system, and then it could log in to the gallery using that new password wich was sent to my email, and of course use all the features of the gallery(submit PAs, rate, comments). when i needed to log in to the gallery, i had to go to my inbox, copy the password, and so. after a couple of months, i learned the code and now its just part of... well, i know my password.
the others? more experienced? hey! and where im supposed to be there? we ALL learn from each others. maybe some people had spent more time pixeling, and had one thing or two under their sleve, but im sure no one considers himself as a "master"(and my avatar is, ironically, a good example). i'm always wandering in the WIP forum because i try to learn from others attemps, it doesn't matter if they're newbies or seniors. ok ok... no more morale-rising dialogs, i dont want to sound like the William Wallace of the pixeling. back on thread: the front and back walk need an entire redesing. notice how the legs change during the animation of the backwalk? and in front walk, our hero looks a bit femenine... he walks like he only used his rigth leg to advance. about the size, why he would change his stature? the size of his body should always be the same. just think how abrupt would be the change when a player walks to the north and then walks to the south. the arms: in the backwalk one his left arm doesn't move. while the rigth one just moves his elbow. in the frontwalk the arms look fine, but for some reason they look as they were united to the body. but that is just a personal point of view. as always, looking foward to help you. slaudos |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello Metaru,
My main pixeljoint account seemed to have blocked by too many password tries. I have filed a form with a request to unlock it. Thanks for pointing it out. Now we wait .... Dear William Wallace of Pixeling, From now on I will attempt to give more comments to others, although I'm not sure if it will help or harm them! ![]() Back to the thread. Thanks for slapping me on my fingers. I KNEW that I should not have attempted colors before getting the color blocks spot on! How about this: ![]() Is this one more man than the previous female walk? As always, looking forward for anybody who has something to comment on my work! 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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Hi Hi,
Yet another update. This time I tried to broaden the walk to give it more mascularity. One with outline so that I could view it in the game. But I promised not to do details as long as I don't have the permission ![]() ![]() ![]() Is this better? Best regards from M.E. |
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