Animation Upgrade Project

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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader » October 10th, 2008, 10:19 pm

To complement the work neo has done on the drakes, I've attempted an animation for the Fighter's attack. I've also got a full set of the latest version of the base frames that he did, including TC magentas, for anyone else who wants to take a crack at them.

If this animation is usable, i'll chop it up into frames (since i found myself working on multiple frames in the same file) and sort the timings out.
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drake_fighter recover.gif
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drake_burner.zip
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Boucman
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Re: Animation Upgrade Project

Post by Boucman » October 11th, 2008, 9:00 am

yay

looks great, go for it
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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader » October 11th, 2008, 6:43 pm

Currently attempting: burner flame attack. I've got a striking frame done, and I'm not sure, but i think it actually looks pretty reasonable as it is, without anything else. I'm gonna carry on and put in 2 or 3 frames of breathing in, too, but it might not be necessary =D
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Urs
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Re: Animation Upgrade Project

Post by Urs » October 11th, 2008, 7:03 pm

IMO he looks a bit, well, cute. Or happy... I think in-game it'll look better with the fire coming out of his mouth, but he does look like he's just saying "yay!" or somesuch... Maybe he could be a bit more sinister?

But either way, it's still well done. Nice! :)

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Re: Animation Upgrade Project

Post by thespaceinvader » October 11th, 2008, 7:41 pm

This better?
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Re: Animation Upgrade Project

Post by Girgistian » October 11th, 2008, 7:50 pm

Maybe it'd be better if it had to get some tension to the whole body to get the flames out, so the final position would be something like this?
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Re: Animation Upgrade Project

Post by thespaceinvader » October 11th, 2008, 8:42 pm

Now with breathe-in frame. i've also edited the flame frame a touch, but i've not propagated it across the flame frames here, so instead, it's attached separately. I fixed up the shape of the shoulder pad, and tried to put a bit mroe tension into the pose as Girgistan suggested.

EDIT: zip of frames attached.
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drake_burner_ranged_1.zip
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drake_burner_flame.png
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drake_burner_flame.gif
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Re: Animation Upgrade Project

Post by Girgistian » October 11th, 2008, 10:23 pm

Getting better. I got an idea of making it stand more on its toes (including a one pixel rise for the rest of the body, maybe?) in the last frame to get the animation more dynamic - the legs seem pretty stiff at the moment - and having the arms in a more "crouched" position, if that's the right word for it (compare to the arms of the one in the attachemnt of my previous post).

You're going to add more in-between frames, right?

(Btw, after watching the animation loop for a while I started to hear a breathing sound in my head - good work on that one)
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Re: Animation Upgrade Project

Post by thespaceinvader » October 11th, 2008, 10:40 pm

I probably should, but i'm not going to do it any time soon. I spent too much time on this today when i should have been working. Definitely need NOT to do that tomorrow.
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Re: Animation Upgrade Project

Post by Boucman » October 12th, 2008, 8:37 am

remember that you can tweak the position in animations without editing the haloes image themselves....

I'm saying that because it mean you can adjust the frame burst to start from his mouth without tweaking...
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Re: Animation Upgrade Project

Post by Jetrel » October 13th, 2008, 2:39 pm

Wowzers: major suggestion before you go any further: tilt the angle further downwards. You're currently doing about a 33 degree deviation from horizontal, I would suggest trying for a 50-66 degree deviation.

If at all possible, these need to work for both south and south-east. Having that would eliminate a lot of work, because we'd need only two directions of animation for full directionality.

Other than that, carry on, and a major commendation for taking this on.
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Re: Animation Upgrade Project

Post by deserter » October 15th, 2008, 12:20 pm

The feet look a bit silly, as they keep perfectly still. No other complaints here. :)

I don't remember how many strikes does the burner have. Let's say its four strikes...

Now would it be possible to have the burner do one big attack animation sequence that would contain all the four strikes? A bit slower and breathing the fire longer and maybe a bit more elaborately. Kind of doing a wind-up taking the air in and then taking a step towards the enemy and letting it all out.

Not that I'm trying to burden spaceinvader with this. :)
(Or attempting something like this myself...)

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Re: Animation Upgrade Project

Post by Blarumyrran » October 15th, 2008, 3:18 pm

deserter wrote:Now would it be possible to have the burner do one big attack animation sequence that would contain all the four strikes? A bit slower and breathing the fire longer and maybe a bit more elaborately. Kind of doing a wind-up taking the air in and then taking a step towards the enemy and letting it all out.
Firstly, the drake has to show whether it gets hurt or not by the enemy between his strikes; secondly, the drake may get killed in the middle of his attacks, and then the animation halting might be too abrupt.

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Re: Animation Upgrade Project

Post by Jetrel » October 15th, 2008, 8:08 pm

Syntax_Error wrote:
deserter wrote:Now would it be possible to have the burner do one big attack animation sequence that would contain all the four strikes? A bit slower and breathing the fire longer and maybe a bit more elaborately. Kind of doing a wind-up taking the air in and then taking a step towards the enemy and letting it all out.
Firstly, the drake has to show whether it gets hurt or not by the enemy between his strikes; secondly, the drake may get killed in the middle of his attacks, and then the animation halting might be too abrupt.

:hmm: Both the drakes and magical units of any types might be candidates for a nearly-unused feature of our animation engine (currently seen only on the dwarven berzerker/ulfzerker). Namely, the ability to trigger an animation 'component' only before the first strike. Drakes could do a deep breath in before, and only before, the first strike.

I think even for the puffing of fire on the latter frames, it'd be nice to have at least two frames unique to that - the baseframe recycling, and near-total lack of body motion on the current in-game drakes looks like [censored], to put it politely. They're like statues with flamethowers built into their mouths.
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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader » October 15th, 2008, 9:40 pm

Which is why i've tried to include a distinctive deep-breath portion to the animation.

I hope to have the chance to continue this weekend. This week, I've been heavily bogged down with unsuccessfully trying to write essays, unfortunately.
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