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winged doom
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Quote winged doom Replybullet Topic: please help with WALK animation for Zeldalike game
    Posted: 08 June 2012 at 2:47am
i need your fresh look, guys! this is Raider and his walk animation:



this is don't look like the same sprite, right?
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beef_x
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Quote beef_x Replybullet Posted: 08 June 2012 at 4:00am
His sword's in the wrong hand.
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Qemist
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Quote Qemist Replybullet Posted: 08 June 2012 at 4:34am
Originally posted by beef_x

His sword's in the wrong hand.


riotate the front view one and that problem is solved :p
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Zeratanus
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Quote Zeratanus Replybullet Posted: 08 June 2012 at 5:40am
Well, SOMEONE has an issue with left handed people apparently *cough* ;)


Anyway, it looks like he's a bit taller in the side one, but that might just be the sword blocking his feet. what IS different though is the helmet. The down view shows the sides of the helmet coming out very far and being right along the sides of his eyes (cutting off his peripheral (spelling?) vision. The side view on the other hand shows the helmet's opening going back almost to the ears.
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skeddles
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Quote skeddles Replybullet Posted: 09 June 2012 at 3:23pm
I know it's hard to animate, but the sword swinging a bit would look awesome.


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MauricioCezar
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Quote MauricioCezar Replybullet Posted: 10 June 2012 at 7:55pm
The Lateral Frames is not with the same perspective of the frontal frames . The frontal frames are in a scale of 90° and the lateral frame in a scale of 60° (Values not certain) . You have to remake the lateral frames changing the angle perspecive.

¢
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winged doom
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Quote winged doom Replybullet Posted: 11 July 2012 at 2:19am
Sorry guys, i don't have a time to answer, but BIG THANX everyone for your replies!  It really helped!!!
So, i have some progress - new edit based on your good advices:




And new animations:







I know they are not good. Many details need to be corrected, so i keep working on this.

Edited by winged doom - 11 July 2012 at 2:19am
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Daanvdk
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Quote Daanvdk Replybullet Posted: 11 July 2012 at 6:09am
The turning animation switches hand position in between frames.
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