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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Tried to fully animate a two-handed attack:
![]() Having issues trying to ensure the arms aren't out of sync during the attack. Also tried to animate a one-handed attack with a shield, but i feel it looks weird during the latter stages of the animation, where the arm and shield is behind the back: ![]() I don't know if it's the angle, speed of the animation or a combination of that and other factors. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Trying to get out of my comfort zone again and trying bigger animations. I've realised that by fussing over and concentrating too much on trying to make a piece look detailed, it would make it hard to ever actually animate.
Played around with idle stances to see if i could animate them, as my main fear was the more pixels, the harder for me to animate them: More active stance: ![]() Less active stance: ![]() Also: apologies for the lack of anything noticeably different, it's been mainly practice as of late. Edited by AshCrimson - 22 January 2015 at 1:12pm |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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You spend way too much time with the sword behind. Swords are not that heavy, you don't need a lot of force and they're not blunt weapons. You generally just thrust it forward. If you do wind up, you don't go back and then forward. That costs effort to move back, effort to stop, and then (finally) useful effort to move forward and get striking momentum. Instead, you make a circular motion. That way you're building momentum the entire swing. Also, fighting is messy as sh*t; have a look at this video Now, I'm not expecting you to make a tonne of variations. But take note of how quick all the strikes are.
Spear fighting? You don't hold it like a bike or a weightlifting bar. You hold it like a baseball bat. One hand palm up, one palm down. Much, much more movement flexibility. You don't hold it neatly centered in front of you, you have one hand on the butt of the stick, and one about two feet away from it; you want to stab people from as FAR away as possible. You will potentially even let go of one hand for that extra bit of range; ![]() Also, follow/watch Lindy Beige. His channel is a bit all over the place (miniatures, historical fighting, dancing, very very bad acting) but he has a lot of good thoughts about weapons, historical accuracy and logical use of sh*t. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Thanks for the link Pixelsnader! I'll remove some of the frames with the sword behind the back, either that or make them quicker. The reason for them was i worried it would look like the swing(s) would lack power or look half hearted.
I tried animating a bigger sprite with a moving arm, but it doesn't seem to be as smooth as the smaller ones i usually animate, not sure if it's because it needs more frames or because of the size. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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So i've removed some of the frames and sped up the attack, i think it's too fast now, but i'll post it to see if im going in the right direction:
![]() After watching some videos of people using spears, i realised some of them actually slid in the hand (but not out of it) during the attack. Here's a one-handed version: ![]() Also tried a two-handed version, although only concentrated on the actual sliding: ![]() And now for a question; I'm worried that the weapons might blend in during the animation and even static versions of the units i'm making, i thought about putting a black outline around the weapons, but im wondering what other people's thoughts on it are, does it detract, distract or add anything? Here's an example below: ![]() |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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I think the outline looks good! It's hard to tell with the black background though. How does it look on a more game-appropriate background? One thing I fear is it'll stand out too much unless the characters also have a black outline.
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Sorry about that, forgot about the blackish background.
Here's four units with three outline varients: One without, one with black outline and one with blackoutline and black weapon outline. ![]() I've been told in the past to avoid using an outline, but i don't see what other choice i have if im putting it on anything other than a single-colour black or gray background. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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I think the black outline looks good.
Using outlines as a crutch, a replacement for good values and colours is something to avoid, but using an outline to help characters pop can work. Outlines flatten and cartoonify the art, which can be a good or a bad thing. You MAY be able to avoid having an outline, if 1. your backgrounds don't have as much contrast as the example one. Even for outlined sprites, that background looks way too busy and clashes for attention, and 2. the characters have a strong value-defined silhouette instead of being all over the place. That is, details created by having a different value shouldn't be near the edge where they can break up the sprite's silhouette. #2 is a big part of why character designers for games have jobs. It's difficult to design a character that looks good in a diverse game world, especially if you can't or don't want to resort to graphic simplifications. That's why games with the budget (time and/or money) for it often spend some time just developing the visual style and iterating on character design. In your case though, I think #1 is the problem to address first. Your background has a greater value range than some of your characters (if you don't count the black outline)! |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Thanks for the advice, I'm still trying to get used to using colours in a less uh amateurish way (I can't for the life of me work out how to use something like db's palettes), hopefully with experience i'll be able to make better tiles.
Incidently here's the palette i've been using: ![]() It's currently 36 colours, 34 without black or white. Edited by AshCrimson - 03 February 2015 at 4:05pm |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Tried to re-do the archer attack, i think it looks quite sluggish/less smooth compared to the melee attacks:
![]() Compared to previous/older version: ![]() |
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RebeaLeion
Commander ![]() ![]() Joined: 04 October 2017 Online Status: Offline Posts: 321 |
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maybe you have too much in between frames and you captured every move. Try to remove some frame and compare it.
I am the last person to give a tips about animations. Haha. |
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RyanCCole
Seaman ![]() ![]() Joined: 08 February 2015 Online Status: Offline Posts: 5 |
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I would overlap the draw/raise motions to make it all one smooth motion. There are also faster draw techniques in archery,as this video demonstrates.
Edited by RyanCCole - 06 February 2015 at 12:57pm |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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Seconding RyanCCole's recommendation to combine the animations. However, keep in mind that the linked video has some rather questionable archery techniques. They're impressive fast trick shots, but they're not the sort of thing an archer (especially one on foot) would employ in battle very often, and the video gets a lot of historical facts very wrong in a way that misleads viewers about the merits of the techniques.
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Updated it slightly, hopefully it looks more fluid and less stiff:
![]() Edited by AshCrimson - 07 February 2015 at 9:36am |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Still trying to persevere with making a bigger character base:
![]() I think the legs look decent but my main concern is the arms and also how well it will translate into animating. The previous version (below) was easier to animate but i had issues with the head, arms and legs: ![]() Edited by AshCrimson - 10 February 2015 at 2:36am |
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EclipseJapan.jp
Seaman ![]() ![]() Joined: 07 December 2014 Online Status: Offline Posts: 7 |
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I like your style. Keep it up.
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Tried two differing one-handed attack swings, not sure if they look better than the previous attempt:
Side slash: ![]() Another slash: ![]() |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Just a small update, mostly animation wise:
Tried to fix the weird rotation issue with the chest after the attack finished, to me it looked like it changed too abruptly, hopefully it looks smoother now: ![]() ![]() ![]() I will probably speed the other two up, but i just want to make sure i've gotten the basic movement done right. Static unit bases for now (changed the feet, hopefully they look better now): ![]() Trying to make them all look different is harder then i thought it would be, im trying to avoid making them look samey and bland. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Bit of an update:
![]() One pose without weapons, with weapons and in battle stance. Tried to make the armour/appearance look less bland, only managed to work out the style for one faction/group so far, tried going for a greek/roman/byzantine sort of look. Will post references eventually. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Reference for the above:
![]() Also, im trying to do an idle animation, here's what i've got: ![]() With weapon and shield: ![]() It's boring i know, im not sure how to make it look interesting/less stock. I'm limiting the size of the animation to 32X32 to fit the tiles i have made for a map, although it is okay if the black outline goes beyond the size limit. Is it currently serviceable? Any ideas on how i can improve it? I've been looking at other idle animations but im not sure how i can make anything close to them whilst remaining under/in the size limit. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Just a quick update:
![]() im trying to get the same level of movement/animation as sprites such as the old snk ones for example: ![]() ![]() ![]() Is it possible to get that level of animation and detail at such a small size? If so, how? Edited by AshCrimson - 02 March 2015 at 1:40pm |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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yay king of fighters!
Yes, it is definitely possible to look even better at even the size of an ant : ![]() but is probably extremely difficult without being an animation wizard. I do know that a lot of excellent yet small animations use a technique called sub-pixeling (the sprite above hass sub pixeling). It's probably one of the least common techniques for PA. Probably since it is very difficult? I couldn't even understand it when I read about it. But there are also lots of animations at your size of sprites all throughout video games as well as pieces in the PJ gallery. Why not study them? As a suggestion, you might want to focus on one thing at a time. It seems overly difficult to try to master anatomy and animation at the same time..To me anyway. Edited by Friend - 02 March 2015 at 2:18pm |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Thanks for the advice and the example.
I'm struggling to understand it, but i did try putting it into practice (albeit in an extremely wip attempt): ![]() In regards to anatomy, im still looking up on it, but my small sprites don't seem to require such a high grasp on it, for the time being. Apologies if i've misunderstood, if i have just point it out to me sorry. |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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wow nice job :O especially for a first try! True, at this size I dont think it is important to worry too much about stuff like proportion and shapes. It does seem like you need to focus more on improving your poses as well as how the body moves. It is cool to look cartoony, but there should be a certain level of truth to it as im sure you understand. Your last animation has some really awesome sub pixeling, but the pose is frankly so weird. Mostly the blue arm. You try it yourself. Stand with wide legs bent bowlegged and on the same line of position, left arm curled at the elbow as high as you can, right arm bent firmly at the waist. It is such an unnatural and unproductive pose both defensively and offensively. The only time I've ever seen a pose even similar to it is in Bruce Lee, and even then it is when he is doing a sort of snap punch in which he goes from a completely relaxed state to a switch snap punch to the head in an instant, with his legs snapping as well. It is also just hard to find a normal fighting pose that has legs along the same line. Most poses have a leg in front of the other or one leg at an angle which sets up a system for momentum and leverage in the body to generate speed, power and also to tap into the body's full range of motion:http://https://www.youtube.com/watch?v=j8HaQDRZDDkThe video from avatar may be a confusing example to pick, since the pose iroh makes the mugger do is actually similar to yours. However, you have to remember that all kinds of stances have various purposes- You have to think about how useful is the pose I am doing for what I am trying to achieve. The wide legged one in the video is a good one in a situation where you desire to corner off your foe, and with a knife in hand becomes quite useful. Imagine if you had your back to a wall and a mugger approaches you with a knife. A wide and firm stance will take away all of the victim's options and prevent them from escaping, just like a hockey goalie protecting the net.But when you are in hand to hand combat, such a pose is not effective. This is where I suggest you rethink your pose, especially in terms of the arms and legs. Here are some good examples of effective poses ready for some hand to hand combat. Note the combination of arms and legs, not necessarily the hands
![]() ![]() Anyway these are just my ideas. You're the artist. I gotta say though, I've NEVER seen someone with as much determination as you with your progress.... It's inspiring Edited by Friend - 03 March 2015 at 7:29am |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Thanks for the link, pictures and advice!
I'm not necessarily going for unarmed combat, it's actually supposed to be a generic base for one-handed weapon users, but i'm definitely going to redo the legs, like you said. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Still messing about with a potential idle stance:
One with an attempt at sub-pixelling: ![]() One without: ![]() Sorry if it's not much of a change from two-three posts ago, im just trying out different things at the moment. I personally think the subpixelling is negligible when the animation isn't static, i probably won't continue with it when it comes to actions that require a good deal of movement, such as attacks etc. Are the legs still weird? Is it serviceable? I don't want to spend too much time on this, but i still want to get it right... |
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Sorsy
Midshipman ![]() ![]() Joined: 04 March 2015 Online Status: Offline Posts: 31 |
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That subpixelling, as you say, would work more on a piece without the outline, here it doesn't make that much difference, I think.
Maybe I wouldn't move him as far to the right when he shifts his weight on his front leg. That shield is pretty heavy and it feels like he is gonna fall over. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Thanks for the advice!
I'm still unhappy (and disappointed) with my attempts at a one-handed idle animation (with shield for the time being), but this is what i have so far: ![]() Made it less "busy" in terms of action, added an attempt at a breathing animation (might remove it if detracts from the piece). This will probably be my last attempt at it, barring any sort of critique and advice, before i table it for now. Edited by AshCrimson - 07 March 2015 at 12:06pm |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Been told the swaying is weird and distracting, so settling with this version for now:
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DrTripwire
Commander ![]() ![]() Joined: 29 October 2014 Online Status: Offline Posts: 174 |
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I don't know about you, but I don't raise my elbow up to my shoulder when I'm idle. Looks like he's violently breathing. Maybe tone it down a bit?
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Will do so!
Not finished with these and im still working on them but i was just wondering; do they look different enough from each other? I'm trying to make each "faction" look different and each unit look different as well. ![]() |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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To me they look different, but is not immediate enough.
Maybe go flatter colors like this? ![]() |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Sorry if this sounds dense but what do you mean by flatter colours?
Thanks for the feedback as well, going to remake some of them. |
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Friend
Commander ![]() ![]() Joined: 01 April 2015 Online Status: Offline Posts: 710 |
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i just mean dominated by a single base color. the fire emblem sprites are like blobs of one color (immediate separation of factions) , and yours are very multicolored (takes effort to distinguish)
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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I understand what you mean now, I'll try to emphasise the faction's colour more, although im still sort of wanting the armour to be visible, although said armour could be underneath the colours or at least hinted at i guess.
My main worry is over-using the colours but i will try to find a good medium between the two. I'll probably get rid of the purple-green scheme and reduce it to just purple. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Here's my attempt at what i said above:
![]() Tried emphasising colours more. Updated two-handed sword attack (tried to make it less over-dramatic): ![]() Tried making a two-handed non-sword attack, bit iffy about it, im sure i've messed up with this one: ![]() |
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RBL
Midshipman ![]() ![]() Joined: 07 February 2018 Online Status: Offline Posts: 55 |
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Originally posted by AshCrimson Here's my attempt at what i said above: Updated two-handed sword attack (tried to make it less over-dramatic): ![]() If you do that movement probably youŽll hurt your back. The overhead smashing bastard sword hit is made by flexing the knees. When you are using heavy tools or weapons your back should keep straight. |
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r1k
Commander ![]() ![]() Joined: 01 April 2014 Online Status: Offline Posts: 336 |
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the 2 handed sword animation feels kind of slow. I would take out frames 8, 9, and 10 (Im calling the first frame 0). And maybe duplicate 11.
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Thanks for the advice both of you. Tried incorporating that into the latest attempts:
![]() ![]() Hopefully they're not too fast. Sorry if i seem to be stuck/repeating the same stuff. I should maybe move on to something else, but i feel there's still much to do and improve. |
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r1k
Commander ![]() ![]() Joined: 01 April 2014 Online Status: Offline Posts: 336 |
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I think the speed of the sword looks good, but the larger weapon, which I imagine is heavier seems too fast. Maybe if you slowed it down a little at the begining of the swing. Then once its at the top of the swing its weight should carry it down quickly, like you have
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Like this?
![]() Update of one-handed attack: ![]() Thinking of maybe cutting some of the frames after the sword swing, it looks like it's falling back limply after the swing. |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Small update:
Been playing around with idle animation again, but this time im more concerned about the weapon and shield and speed of the animation; is it too fast? Are the items moving too much/too little? ![]() |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Had some critique on my character/class designs so i am redoing them, hopefully to give each faction/colour their own unique appearances:
![]() For comparison's sake old version is on left, new on right, although not all have previous versions. I was disappointed with most of them last time, but im hoping they look less stock and have character/flavour to them, rather than just looking like generic military units |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Small update, some more stuff, some left to do:
![]() Are these any better/more interesting then the previous iteration (See below): ![]() |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Some animations:
Updated Archer fire: ![]() Blue faction casting animation: ![]() I wanted to go with a "God's giving energy/power from a lightning bolt" he-man sort of thing but it ended up just being easier to make it a straight beam :/ Edited by AshCrimson - 16 April 2015 at 1:07pm |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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So here's two more casting animations. I'm not sure if i will make mage casting animations unique from these ones, but my main goal is to how different animations for casting, depending on the faction to give them a bit more variety and make them looks less stock.
Any critique on them would be fantastic. I'm aware they're quite static at the moment, unsure of how to move them without making them look like they're moving too much. Purple: Wanted to make it look like the caster is being surrounded by energy. Was trying to go for a circle aura-like thing, but the perspective doesn't allow for it. Probably needs more movement. ![]() Green: Tried going with a druid/shamanist thing, with plants growing as he casts, they probably decay/disappear too fast, so will have to stagger that most likely. ![]() I also have a question; is there a program or tool to increase the size of a gif without causing it to go blurry/lose it's detail? |
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vrine
Rear Admiral ![]() ![]() Joined: 16 May 2023 Online Status: Offline Posts: 225 |
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You've made such lovely and admirable progress, I must say I'm jealous of the fluidity of your animations!
This may just be me, but I seriously preferred the sprites not having eyes. It made them look smoother and more stylistic in my opinion. Can't wait to see more! |
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AshCrimson
Commander ![]() ![]() Joined: 24 April 2020 Online Status: Offline Posts: 606 |
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Thanks for the comment, i really appreciate it! The character design is still up in the air at the moment.
Here's some updates on the above animations (changed some of them after i got some critique on them): ![]() ![]() ![]() Hopefully they're less stiff Edit: Here's the fourth one: ![]() Edited by AshCrimson - 21 April 2015 at 6:43am |
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GUNINANRUNIN
Seaman ![]() ![]() Joined: 30 July 2017 Online Status: Offline Posts: 15 |
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I remember looking at this thread once a year ago.. Coming back to it now, your progress is amazing. Keep up the good work! Those animations look really fluid to me.
Two things about the archer: I recommend placing the quiver on his hip instead. In practical terms, it makes arrows easier to replace if you draw one and decide not to shoot, you can glance at them quickly to see how many you have left without looking entirely away from your target ahead of you, you can also comfortably place a hand on them to prevent the arrows from rattling around or being caught on brush. It would probably look something like what this man has: http://th02.deviantart.net/fs7/PRE/i/2005/256/d/2/The_Archer_by_Lightintheblack.jpg His left arm (the one he's using to hold the bow) should have a vambrace on it. It's a small sleeve, usually made of leather, worn to prevent the bow string from hitting the flesh on the inside of your arm when you release. |
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jtfjtfjtf
Commander ![]() ![]() Joined: 17 July 2018 Online Status: Offline Posts: 162 |
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Looking good with the caster animations Ash!
I think one thing you should try is foreshortening on the right staff arms when they're resting on the ground. It looks like you're trying to flatten everything into a 2d plane. |
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