Sleepwalker Animation Commissions WIP - Dwarves

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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby thespaceinvader » February 5th, 2013, 11:50 pm

You know this thing you're doing here?

Keep doing it it is awesome.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby LordBob » February 6th, 2013, 6:05 pm

It looks great, though I'm curious to see how you're going to add even more recoil for the dragonguard. Maybe by having thrown off his feet and do a backflip ? :mrgreen:
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » February 8th, 2013, 4:28 pm

Well, that is what I meant with avoiding ridiculousness, going overboard like having the dragonguard fly into the neighboring hex or something. :wink: I feel a backflip might be a bit too acrobatic for a dwarf... The way I want to do it will take into account a dwarven trait. That is being tough, tough enough to withstand the full recoil like a walking mortar stand. :P

I'm thinking of having the force be slightly downwards. When firing the gun would move the dwarf quite a bit backward despite having the guns stand and dwarves feet digging into the ground struggling to withstand the recoil. The big cloak will be flapping vigorously and I will try add some dust gusts and stuff. I might have the light from the muzzle flash brighter/ longer lasting too, we'll see.

But for now, here's another run.

EDIT: And blade attack.
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thunderguard-blade.gif
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thunderguardBlade.rar
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thunderguardRun.rar
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thunderguard-run.gif
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » February 12th, 2013, 6:52 pm

Ok that's the thunderguard wrapped up. :) Once again I have tested it all and as far as I can tell it works well. I made some tiny tweaks to the offsets of the thunderers muzzle flash too.

The thunderers recoil looks kind of weak now to me, as I have been staring at the thunderguard for quite a while...
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thunderer+guard.rar
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thunderguard-bob.gif
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thunderguard-defend.gif
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » February 17th, 2013, 7:40 pm

It turned into a pretty big animation, twice as big as normal, but it's nice. :P Obviously missing some stuff for now.
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dragonguard-ranged.gif
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Thrawn » February 17th, 2013, 10:48 pm

Good thing they only have 1 attack--makes amazing animations like this feasible ^_^

The only comment I have is that the dragon head doesn't seem to maintain it's perspective the whole way through, but that *could* largely be a shading thing. Peanut Gallery Out!
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » February 18th, 2013, 2:20 pm

Thanks. :D

No you are completely right and it is on purpose. The gun is knocked a bit sideways from the recoil due to the way he is holding the gun on his side. I thought it would be a cool thing. Perhaps it will look better now that I added the effects... Otherwise if you don't like it, well, I guess I'll have to redo some stuff. :|

I made the muzzle flash a little more fiery, fits with the dragon head of the gun... It could be behaving that way because of a different and more potent mixture of the gunpowder or something like that. :wink: Again, If you don't like it I will remove the lingering fire from the mouth.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby thespaceinvader » February 18th, 2013, 6:56 pm

The kinematics of the cloak don't work, I'm afraid - where's the wind coming from that blows it back? The gas from the expanding gunpowder shoots forward, and there's a strong impetus pushing the cloak in and around his body by the way HE's being blown back, so I just can't see how the cloak gets blown back.

Which is a shame, because it looks cool.

The fire is awesome btw.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby doofus-01 » February 18th, 2013, 7:21 pm

thespaceinvader wrote:The kinematics of the cloak don't work, I'm afraid - where's the wind coming from that blows it back?
It could be coming from the gun or the missile. The missile is launched from near the muzzle, or the missile explodes on impact - either would be believable enough, and the animation makes sense to me.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » February 18th, 2013, 9:54 pm

I'm glad you like the fire. :)

As for the cloak, it's something I have seen many times in animation. Granted it's usually some spell, big energy weapon, big cannon etc. thats causing a shockwave.

If there was no shockwave the cloak would still be flown back some by the body, though not flap around so much. In reality, depending on material and weight it might not move much, but none of wesnoths sprites or animations are really realistic.

Jetrel often have often spoken for exaggeration and having preference for what looks good... I'd like to see what he thinks.

What would you like to see for the other directions recoil-wise? I know I said I made the gun sway to the side because of the way he's holding the gun, but I'm thinking I could instead spice it up a bit (both for the game and for me working on it hehe) so it varies between angles. Say, S firing could make the gun move to the right instead of the SE's left. Or, being in the stage where I haven't started on it you might think it would be best to keep the gun straight all the way through instead... Any input?
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby thespaceinvader » February 18th, 2013, 11:06 pm

The rest of it all looks fine to me (great, actually), but the cloak billowing just doesn't fit with the rest of the movement.

Keep hold of that, though, because it'll probably come in useful for the melee anims.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Jetrel » February 19th, 2013, 5:58 am

The fighter line has been committed.

Sleepwalker wrote:I'm glad you like the fire. :)

As for the cloak, it's something I have seen many times in animation. Granted it's usually some spell, big energy weapon, big cannon etc. thats causing a shockwave.

If there was no shockwave the cloak would still be flown back some by the body, though not flap around so much. In reality, depending on material and weight it might not move much, but none of wesnoths sprites or animations are really realistic.

Jetrel often have often spoken for exaggeration and having preference for what looks good... I'd like to see what he thinks.


The cloak billowing is fine and good, in fact it's crazy not to do it.
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby LordBob » February 23rd, 2013, 4:23 pm

Awesome. In addition to the flame, do you think it might be interesting to add a wisp/trail of smoke coming from the muzzle after the shot ?
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » March 14th, 2013, 2:38 pm

It's been almost a month without an update, RL has tossed some spanners in the works but I'm still here... This animation is taking some time but I can post a WIP of the work so far.

Thanks for the commit, yeah, I think even if the billowing don't make 100% sense it improves the power of the animation too much to remove it.

Lordbob: I did have that in my thoughts. It would be relatively simple to put in.

EDIT: Updated. Just shadows and effects to go.
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dragonguard-rangedWIP2.gif
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Re: Sleepwalker Animation Commissions WIP - Dwarves

Postby Sleepwalker » March 21st, 2013, 3:11 pm

And there... Finally done. Here's the four angles in all its glory. 8) No rar yet, need to fiddle and sync the Halos.
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dragonguard-ranged-SE.gif
dragonguard-ranged-SE.gif (51.35 KiB) Viewed 2758 times
dragonguard-ranged-S.gif
dragonguard-ranged-S.gif (45.89 KiB) Viewed 2758 times
dragonguard-ranged-NE.gif
dragonguard-ranged-NE.gif (49.08 KiB) Viewed 2758 times
dragonguard-ranged-N.gif
dragonguard-ranged-N.gif (49.26 KiB) Viewed 2758 times
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