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sevinkydink
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Quote sevinkydink Replybullet Topic: [WIP] Sprite - Walk Animation
    Posted: 17 January 2014 at 9:53pm
Hello, I'm currently working on a sprite for a game idea I have kicking around.

Below I have the current iteration of the main sprite, as well as my WIP walking animation. I'm still blocking out the walk as I think it could use a lot of work. Any feedback will be most appreciated.

Current Base Sprite:



Current Walk:


Edited by sevinkydink - 21 January 2014 at 6:19pm
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Shadow64
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Quote Shadow64 Replybullet Posted: 17 January 2014 at 11:28pm
Hey!!! You're here! Welcome!

I love the walk, but the legs are just so SEXY. Hahaha. ;)

Seriously though, great walk! Looks realistic and robotic at the same time!
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Quote H|F Replybullet Posted: 17 January 2014 at 11:48pm
The animation is very early on so it's hard to say but at this point I feel like the upper body is very robotic and then the unfinished legs look very fluid and actually remind me of a cartoony catwalk to be honest.... Again it's very early on and it could be the undefined shape and such making it seem that way.

Edited by H|F - 17 January 2014 at 11:50pm
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CELS
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Quote CELS Replybullet Posted: 18 January 2014 at 3:27am
First of all, I think it's a shame you've gone back to standard humanoid legs, because it makes the robot less robot-y. But that's a taste thing, so if you're sticking with human legs, that's fine.

The reason Shadow64 says that the legs are so SEXY is perhaps, at least partially, because your character is basically prancing. He's lifting his knees way more than necessary, and taking very short steps at the same time. All this prancing gif needs now is a "Haters gonna hate" subtitle

1) There's a bunch of recent threads in this forum about walking animations, where experienced members have given some very valuable feedback in regards to important concepts. I won't do them justice if I repeat them.

2) If you haven't already, check out this site for some great concept sketches worth imitating.
http://conceptrobots.blogspot.no/

EDIT: This also came to mind
http://www.youtube.com/watch?v=3VbpOzX_CFc

Edited by CELS - 18 January 2014 at 5:11am
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Shadow64
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Quote Shadow64 Replybullet Posted: 18 January 2014 at 5:01am
CELS is pretty accurate. The legs reminded me of can can girls a bit. Very tip toe kind of walk. Almost like the robot is in heels. That said, I think the curvy legs are just to get the motion down and odds are will be replaced since I've seen your other work. The motion itself will be really cool once that change happens, I think.

Edited by Shadow64 - 18 January 2014 at 5:02am
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sevinkydink
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Quote sevinkydink Replybullet Posted: 18 January 2014 at 6:27am


Did I fix it? :) But on a serious note, I couldn't get the walk down the exact way I had wanted but I wanted to get SOMETHING done. That being said, thank you for the criticisms, very good points - the hips sway way too much, and I think the legs are a bit too snappy.

@CELS - thanks for caring about the legs, have no fear I'm not deviating from that vision, I just wanted to get the motion down.

@H|F - Agreed, I definitely need to tone down the fluidity and make it more "snappy"

@Shadow - The tiptoe part will be hard, I want the legs to operate like the hind legs of a dog/cat - so I will have to be careful there I'm sure.

I'll get a more workable model, and slightly less sexy version up. All though, robot can can girls from space does sound catchy.

EDIT:
Here is a rough outline with the legs bending the "correct" way.

Added more frames:


Edited by sevinkydink - 18 January 2014 at 7:54am
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Quote BottleGnomes Replybullet Posted: 18 January 2014 at 7:37am
I, for one, think that there is a serious deficiency of robots whose primary form of locomotion is the can-can.
That's an interesting leg motion you've got going there - I know mostly for robots it adds to the effect if just the legs are moving and nothing else, but since it's such an organic walk, do you intend to move anything around in the upper body?


Edited by BottleGnomes - 18 January 2014 at 7:38am
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Quote sevinkydink Replybullet Posted: 18 January 2014 at 7:55am
BG - I agree, I'm really more of a robotic visionary than an artist

Which of the walks are you speaking to, the one with the forward leg bends or the updated one?

Update: I tried toning down the height of the leg, and the hip swaying.



Edited by sevinkydink - 18 January 2014 at 9:17am
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Quote BottleGnomes Replybullet Posted: 18 January 2014 at 10:09am
That one, updated.  It's basically how an ostrich walks -which isn't a bad thing, I quite like it.  It is, however, an organic walk cycle and might not seem as mechanical as you want it to.  Also:
https://www.youtube.com/watch?v=QRbvNL1PHKg


Edited by BottleGnomes - 18 January 2014 at 10:31am
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Quote H|F Replybullet Posted: 18 January 2014 at 10:29am
Ok I just died laughing..... Now I'm wanting a can-can dancing robot <3

Try making the feet seem heavy and the movement be more gear-like. Maybe have more broad feet and thin legs (like you have now) try not to make it seem fleshy and bendy.
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Quote sevinkydink Replybullet Posted: 18 January 2014 at 10:33am
So - I was really intended for it to be more of a cat/dog run, and I really misjudged where the knee and ankle. I think I've done a better job on this pass getting that closer. I've also went ahead and applied some highlights to show some depth here. Thanks for all the responses so far!



I think the next step is to have the torso shift left and right as well.

@H|F - Does this fit more of what you were thinking?

Edited by sevinkydink - 18 January 2014 at 10:36am
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Quote Velrio Replybullet Posted: 18 January 2014 at 10:43am
I think you should have him take larger steps maybe? I'm also having a hard time discerning which leg is moving since frames are repeated near the start and finish. So, the right leg should be lighter or more visible at least. It's definitely coming along.
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Quote H|F Replybullet Posted: 18 January 2014 at 4:18pm
Yeah closer to what I think is less organic. Only thing for me is how top heavy it is without any compensation like broad feet or extra legs. Idk.
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Quote sevinkydink Replybullet Posted: 18 January 2014 at 8:15pm
@H|F - Yea, I see what you're saying. I sort of like the hulking top/smaller leg style, but hopefully I'm not pushing that too much.

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Quote HarveyDentMustDie Replybullet Posted: 19 January 2014 at 5:46am
Main trouble here is  that, his legs change length during animation, which is weird. I like that legs have opposite joins, like a goat, you can definitely find some videos how that kind of joint's work, to use them as reference. And maybe upper part of his torso should go down for a pixel,over his lower part, when he steps down, right after his whole body goes down (like in some idle animations), this will give more movement, and top part wouldn't be so stiff.

I hope that this was helpful.

EDIT:

I didn't have the time to finish shadows, and clean the sprite a little bit more, but you can see the point.


Edited by HarveyDentMustDie - 19 January 2014 at 6:25am
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Quote SuperTurnip Replybullet Posted: 19 January 2014 at 3:43pm
Try leaning the torso forwards. Mechanical or organic, walking roughly involves two things: 1: falling forwards, and 2: catching that fall by moving the legs. This sprite seems to be entirely straight, which communicates that it is balanced and, therefore, stationary. Mess around with how far the torso leans until you find something that feels the right weight and momentum.
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Quote sevinkydink Replybullet Posted: 20 January 2014 at 12:38am
@Harvey & SuperTurnip - Thanks for the suggestions. I tried to incorporate some of your thoughts into the edit I've made below.

Also - Harvey, I tried to incorporate what you had done with the shadows.  Looks better to be more 'dynamic'



Edit: I think the arms need to actually swing more "naturally" and that will help toward the stiffness.

Edited by sevinkydink - 20 January 2014 at 6:58am
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Quote HarveyDentMustDie Replybullet Posted: 20 January 2014 at 7:44am
His step looks bigger which is good, but now you have another problem. Because his torso is in constant 3/4 view, it looks like he's walking diagonally (something like iso sprite). And for me it's very awkward, that only his shoulders move while he walks. Maybe you could try to create some subpixel animation on his torso that will improve his movement.
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Quote sevinkydink Replybullet Posted: 20 January 2014 at 8:13am
@Harvey - Fix one problem, create two more!  Great idea on trying the subpixeling.  I'll see how that goes to provide some rotation :D. 

EDIT: Worked on subpixeling the chest and torso to show rotation, also made the arms move. I'm sure there is more to be fixed, I just can't see it at this point



UPDATE: Fixed the arms swinging the wrong direction



Edited by sevinkydink - 21 January 2014 at 10:20am
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Quote SuperTurnip Replybullet Posted: 21 January 2014 at 7:58pm
Looking so good now! I really like it with everything you've added to it.
Sadly, I must nitpick on one thing: I think the right arm freezes in place in its forward extended position for an imbalanced amount of time. This freeze wasn't in the walking cycle when the arms were moving in the wrong direction. Looks like you accidentally copied/edited a frame during the switch.
I'd say after that that it's really only finishing touches! Keep up the great work.
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