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Hand Walk

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=4133
Printed Date: 07 September 2025 at 4:41am


Topic: Hand Walk
Posted By: M.E.
Subject: Hand Walk
Date Posted: 21 April 2007 at 12:46am
Hello All,

So, now I have some objects and a background.
The next THING () I need are some
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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art



Replies:
Posted By: jalonso
Date Posted: 21 April 2007 at 7:10am
The 5 frame movement is smooth and this is a human hand so looks like you'll be fine :)

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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: Xion Night
Date Posted: 21 April 2007 at 11:51am
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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Kizzah!
http://www.thepixelagency.com">


Posted By: Omegavolt
Date Posted: 22 April 2007 at 8:33am
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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http://www.ongamedev.com/ - OnGameDev


Posted By: M.E.
Date Posted: 22 April 2007 at 12:50pm
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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: kostik92
Date Posted: 23 April 2007 at 8:54am
maybe it will help you:
 


Posted By: M.E.
Date Posted: 23 April 2007 at 9:10am
LOL 

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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: M.E.
Date Posted: 24 April 2007 at 12:49am
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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: Xion Night
Date Posted: 26 April 2007 at 4:49pm
I think I prefer the first type.

-------------
Kizzah!
http://www.thepixelagency.com">


Posted By: M.E.
Date Posted: 29 April 2007 at 3:18am
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.



-------------
http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: M.E.
Date Posted: 03 May 2007 at 12:45pm
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.


-------------
http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: Metaru
Date Posted: 03 May 2007 at 3:34pm

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


Posted By: M.E.
Date Posted: 04 May 2007 at 3:40am
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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: M.E.
Date Posted: 05 May 2007 at 1:19am
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


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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: Serendor
Date Posted: 05 May 2007 at 2:21am
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


Posted By: M.E.
Date Posted: 05 May 2007 at 2:30am
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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: M.E.
Date Posted: 05 May 2007 at 6:34am
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.


-------------
http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: jalonso
Date Posted: 05 May 2007 at 1:15pm
Way better this last update.

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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: Metaru
Date Posted: 07 May 2007 at 12:21pm
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.
  •  the first upade doesn't move all the fingers to walk, only ring, middle and index. plus you added part of an arm, wich i believe it's not the idea. this is Black1(or B1)
  • second update it's not 'walking'. it's grabing. (B2)
  • now the third update. in this one, the little and ring are move foward in order to make all the hand advance, since the rest of the fingers doesn't move giving the apearance of damage or lack of energy. i suggest you to use this animation in the case you need a damaged version of the hand. (B3)

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


Posted By: M.E.
Date Posted: 08 May 2007 at 1:12am
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.



-------------
http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: Metaru
Date Posted: 08 May 2007 at 9:52am
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


Posted By: M.E.
Date Posted: 08 May 2007 at 11:07am
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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: Metaru
Date Posted: 08 May 2007 at 2:31pm
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


Posted By: M.E.
Date Posted: 10 May 2007 at 1:17am
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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: jalonso
Date Posted: 10 May 2007 at 4:55am
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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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: LuX
Date Posted: 10 May 2007 at 7:20am
I like the light version very much but i think you nee more animations ^.^


Posted By: Metaru
Date Posted: 10 May 2007 at 11:10am
ligth version, period.
 
slaudos!


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I ate leel's babies


Posted By: M.E.
Date Posted: 12 May 2007 at 3:47am
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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: M.E.
Date Posted: 17 May 2007 at 3:20am
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 - 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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http://www.kunststukken.nl - KunstStukken.nl M.E. Art


Posted By: Metaru
Date Posted: 17 May 2007 at 10:18am
saludos M.E.
 
go and color. that's all i will say.  


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I ate leel's babies


Posted By: sharprm
Date Posted: 19 October 2007 at 6:12am
Chaos engine had some good hand enemies.



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