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Eternal Night Animation Test

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=703
Printed Date: 13 September 2025 at 1:47am


Topic: Eternal Night Animation Test
Posted By: Shoba
Subject: Eternal Night Animation Test
Date Posted: 11 August 2005 at 12:49am
I'm currently redrawing the animations and designs for the main Character of my Game 'Eternal Night: Project Dee'.

Anyway, shes not really nakid, I havent sprited her armour yet ... which is supposed to be an overlay in the final version. That way I can display different items on her, like boots, armour, helments, lingerie, weapons and shields.





Replies:
Posted By: EyeCraft
Date Posted: 11 August 2005 at 3:11am
Hmm, quite good so far, But the arms seem a little stiff, I think they should bend more at the back of the swing, and I think the torso should rotate a little more too.


Posted By: 1ucas
Date Posted: 11 August 2005 at 3:15am
I spotted two major flaws right away:
- Arms are too short
- The shoulders move too little

I really like the legs, though. Great frames

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http://toxicdump.org/labs/frameviewer/viewer.php - Online Animated GIF Frame Viewer


Posted By: blue
Date Posted: 11 August 2005 at 5:49am
Yes. The arms should really come down to mid-thigh, generally, to give you an idea of how long they're supposed to be.

Also...her legs move, but her torso and head don't. As a result, it looks kind of like her head is pinned in place, while her legs move. This might be better with a background, but I'm not sure. (;


Posted By: sedgemonkey
Date Posted: 15 August 2005 at 10:20am
Her chest seems like it's up too high... if it dropped by just one or two pixels it might look more natural.  The leg animation is looking really good, but the arm comments above should definitely be looked at.


Posted By: Shoba
Date Posted: 19 August 2005 at 3:16pm
Okay, I made her head move a little bit more and her arms are longer. I'm still thinking about that chest thing, but I suppose its worth a try as well. Heres the current result:




Posted By: ryan-gfx
Date Posted: 19 August 2005 at 3:49pm
yeah, the first one was a flop because like blue said, it looked like her head was pinned in place.

Atleast in the new one, her body moves up and down a little more.


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Posted By: Citizen_Insane
Date Posted: 19 August 2005 at 4:35pm

is she going to be wearing heels?



Posted By: Shoba
Date Posted: 19 August 2005 at 6:16pm
Originally posted by Citizen_Insane

is she going to be wearing heels?



Errr... yes. Why do you ask? Okay, shes not wearing high heels all the time. Actually it depends on the armour shes wearing, but the orginal design had High Heels (can be http://www.deviantart.com/view/11372425/ - seen here ), and I'm to lazy to make a version where she isn't running on her toes :3.


Posted By: ryan-gfx
Date Posted: 21 August 2005 at 1:45am
I noticed in your WIP new anim, her legs still look a bit.. well, how should I put this. It looks like she's fluttering around the moon. I dont feel any gravity at all when she runs. Maybe work on that too. Make her legs hit the ground and bend when she runs, signifying that there is gravity.

Right now she looks weightless.


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Posted By: Maestro
Date Posted: 22 August 2005 at 8:05am
The weightless feel is because she bobs in the wrong places. I recently made that mistake (unless you want it to look that way) myself. The body goes down during a walkcycle when the legs are the furthest away from each other. It reaches the highest point when they "overlap" in our 2d anims. I guess you thought about the jumpingeffect of pushing ones leg back, but when you "reach out" with the leg you are putting forward you are effectively moving downards.


Posted By: randomblink
Date Posted: 07 September 2005 at 7:45am

Wow... She's very fluid moving...

Nicely done...



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