Animation Upgrade Project

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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader » October 21st, 2008, 3:47 pm

Are single frame attacks for spear and other pierce images still allowed/appropriate, or would more be preferable?
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Re: Animation Upgrade Project

Post by Jetrel » October 21st, 2008, 4:18 pm

thespaceinvader wrote:Are single frame attacks for spear and other pierce images still allowed/appropriate, or would more be preferable?
"Yes."

For now, I'd probably do a single, good, "thrust-out" spear frame for each of the primary directions. If we do multiple spear frames, which I'm still dubious about, we'd probably combine the first few between stuff in either N/S hemisphere (e.g. S and SE attacks would share a frame or two, until they got well into the thrust of the spear). For now, don't bother with multiple frames, just do one good one.
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Re: Animation Upgrade Project

Post by thespaceinvader » October 21st, 2008, 4:21 pm

Sure. i ask because I'm trying out the Clasher at present. Also, what would you think to a head swap between the Slasher and the Gladiator? You talked about a headbutt attack for the Gladiator (and I REALLY like that idea) but the Clasher helm looks better to me for headbutting.
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Re: Animation Upgrade Project

Post by Jetrel » October 21st, 2008, 4:29 pm

thespaceinvader wrote:Sure. i ask because I'm trying out the Clasher at present. Also, what would you think to a head swap between the Slasher and the Gladiator? You talked about a headbutt attack for the Gladiator (and I REALLY like that idea) but the Clasher helm looks better to me for headbutting.
We can alter the gladiator helm to make it better for that. Lumps and such.
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Re: Animation Upgrade Project

Post by thespaceinvader » November 2nd, 2008, 6:00 pm

Clasher blade animation.

The recovery might be a bit off, but i'm getting a little tired of working on it right now. I;m gonna go cook, i might give it a little more attention when I'm less hungry.

Should work for south and southeast, with any luck. I tried to make the slash frame fairly horizontal.
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drake_clasher_blade.gif
drake_clasher_blade.gif (7.65 KiB) Viewed 6005 times
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Re: Animation Upgrade Project

Post by shadowm » November 2nd, 2008, 6:14 pm

A bit off? ;) In the last recovery frame he goes some pixels above his shadow for no apparent reason at all.

Also, is it just me or the outlines on most frames is a bit too cartoonish...
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Re: Animation Upgrade Project

Post by thespaceinvader » November 2nd, 2008, 6:35 pm

It's supposed to be a jump back like the dwarf fighter does.

And I tried to keep the outlines as Neo did. May not have succeeded...
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Re: Animation Upgrade Project

Post by thespaceinvader » November 11th, 2008, 6:35 pm

Naga Warrior animation.

Also, Clasher spear south.
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drake_clasher_spear-s.png
drake_clasher_spear-s.png (3.25 KiB) Viewed 5429 times
warrior.zip
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warrior.gif
warrior.gif (10.51 KiB) Viewed 5424 times
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Re: Animation Upgrade Project

Post by Jetrel » November 12th, 2008, 10:15 am

:D I've completed a major upgrade to the gryphon's current animation. Since we can now do standing animations out of the hex, in 1.5.x, this will be shortly going into there. 1.4.x will just have this replace the current flapping frames.

This time around, the gryphon master will be getting a significant modification to his mount; his costuming is fine, but in the previous iteration, I wasn't capable of handling the work necessary to make a second variant (or even a decent animation in the first place). Since the gryphon itself will be reasonably different, it might be a good excuse to make the actual gryphon monster have another level.
gryphon-rider-flying7.gif
gryphon-rider-flying7.gif (13.12 KiB) Viewed 5308 times
I've attached the other works-in-progress, at the bottom, for those interested in the technique. Note that in doing this, the big, big thing to sketch out first was the motion. If you want to get animations done in any semblance of speed, you absolutely must not fret with the fine details of the sprite, before the motion is right. It's best to limit yourself to sketches until you've got their motion correct; you can try doing it with lineart, but for me, the best way is to lay out a rough, flat-color blob of the main color that will comprise an object. The key thing is to make it so that this kind of "sketch" is really, really fast to edit.

You want it fast to edit, because you're gonna have to tweak, nip, nudge, and modify the shape of it like crazy to get the motion correct. You're gonna have to go over it perhaps dozens of times. You don't want to add the details, because it would be a total waste of effort - in your next revision, you'd effectively be deleting some of those details, and redrawing them all over again. Save the details for the very end, when you know the motion is solid.


Note - if you know a sprite part isn't turning against the camera, and revealing a new surface, selecting chunks of the sprite, and sliding them around, is a valid form of sketching. Just remember at all times that you're working with a 3d object, and any new surfaces must be drawn in (or it'll look like some weird paper-cutout animation).
Attachments
gryphon-rider-flying3.gif
gryphon-rider-flying3.gif (10.46 KiB) Viewed 5291 times
gryphon-rider-flying4.gif
gryphon-rider-flying4.gif (12.07 KiB) Viewed 5305 times
gryphon-rider-flying5.gif
gryphon-rider-flying5.gif (12.84 KiB) Viewed 5297 times
gryphon-rider-flying2.gif
gryphon-rider-flying2.gif (9.29 KiB) Viewed 5302 times
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Re: Animation Upgrade Project

Post by Blarumyrran » November 16th, 2008, 11:51 am

Pure sex :o

The only worrying thing is that the almost nonexistant outlines of the wings contrast a lot with the very sharp blackish outlines of the rest of the griffin&dwarf?

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Re: Animation Upgrade Project

Post by thespaceinvader » November 16th, 2008, 2:08 pm

/agree with that comment.

Also, a full set of south animations for the new Clasher. .pngs attached.
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drake_clasher.zip
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drake_clasher.gif
drake_clasher.gif (15.71 KiB) Viewed 4809 times
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Re: Animation Upgrade Project

Post by Jetrel » November 20th, 2008, 8:04 am

:annoyed: Took me bloody long enough, but I've just committed the latest version of the dwarven lord's axe animation in this thread.

I'd thought about tattering the cape, but at the speed of the motion, I don't think it's noticeable. Nor in fact, am I entirely sure I want to stay with a tattered cape on the unit itself. We'll wait till I made an animated standing frame for this unit to decide on that - it should be a very trivial tweak, if it's even necessary.

Image to thespaceinvader for helping out.
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Re: Animation Upgrade Project

Post by turin » November 21st, 2008, 12:31 am

I know this is a few days late, but just thought I'd say that that gryphon anim. is amazing.
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Jetrel
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Re: Animation Upgrade Project

Post by Jetrel » November 24th, 2008, 4:50 am

turin wrote:I know this is a few days late, but just thought I'd say that that gryphon anim. is amazing.
:D I try.


Also, I've finally gotten the "master" done, so now I can actually commit these. For those who'd complain about the 'barding' on the head, it's a necessary differentiator between levels. I wasn't keen on adding it to the previous revision for reasons of realism, but it was necessary - and frankly it 'feels' better anyways for gryphons to be armored and look like 'heavy troops' in this way. Presume that it's leather, if you will, or remember that the entire idea of a gryphon-like creature flying, let alone existing, is preposterous.
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Re: Animation Upgrade Project

Post by Jetrel » November 24th, 2008, 7:58 am

:annoyed: Spoke too soon.
(Added some feathers, and another plate of armor.)

Committed both the rider and the master. Just a replacement for the movement frames in 1.4.x, but a full standing animation in trunk.

I'll do the riderless gryphon sometime vaguely soon.
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gryphon-master-flying4.gif
gryphon-master-flying4.gif (15.21 KiB) Viewed 3878 times
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