rhyging5 animation comission - trolls

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Re: rhyging5 animation comission - trolls

Postby Jetrel » February 4th, 2013, 4:16 am

Yeah - please stick with sleepwalkers latest edits, and just proceed to animation.

This is looking good now.
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Re: rhyging5 animation comission - trolls

Postby rhyging5 » February 7th, 2013, 10:23 am

......thks for the Sw improvements, very useful. I begin for the Running SE, have 10 frames, the same as Sw style. Tried to do a bit crouched pose. Time to feedbacks.
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Re: rhyging5 animation comission - trolls

Postby Sleepwalker » February 7th, 2013, 4:40 pm

It looks very nice, but here's some thoughts:

I don't think running in an upright position is OK. In the lore the whelp can't walk properly and shambles around on all fours... Running I imagine is harder than walking. A monkey kind of run would suit more... I couldn't find a better reference than this in a short time.

If Jet or TSI overrule and say it is fine, or if you intend to adapt the animation to lvl 2 and 3 then here's some other points:

His right shoulder could move more forward during the arms swing forward.

His left arm is a little snappy on the forward movement.

Did you intentionally leave out the tusks?

It looks more like a fast walk than a run because the foot movement lacks "step-off" shooting the body up and forward a little and it's also lacking some momentum (That is, the legs should spend more time in their out-most positions before the foot hits the ground again.)
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Re: rhyging5 animation comission - trolls

Postby thespaceinvader » February 7th, 2013, 11:41 pm

I concur. Something akin to this would be good: http://www.youtube.com/watch?v=hJKpqb8ElFQ

It standing up to run just doesn't work.

Keep the basic motion to hand, though, it'll work nicely for the higher levels.
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Re: rhyging5 animation comission - trolls

Postby Jetrel » February 8th, 2013, 3:35 am

:doh: Yeah, I concur with TSI and Sleepwalker; the lore has him shambling like an ape. The L1 can't walk upright - the others should, but not the L0.

:augh: Man I wish we could have caught this before you suddenly popped out a finished animation, but at least what you've made should be easy to frankenstein into a higher-level troll, since (besides being taller) they look so similar, bodily.
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Re: rhyging5 animation comission - trolls

Postby rhyging5 » February 11th, 2013, 10:21 am

No problem to fix that :wink:

well, a gorilla walking have some varieties, some times it use his arms as a legs like a horse, some times it do a little jumps, some times he only uses its legs....so I suggest this two options:

one more like a jump and other more quite style. Personally i think is better the non jump style, but anyway I would to know your opinion.

Sleepwalker wrote:Did you intentionally leave out the tusks?


yeah, i thought that is more adequate for advanced status like hero or chaman.
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Re: rhyging5 animation comission - trolls

Postby Sleepwalker » February 11th, 2013, 3:36 pm

The units move fast across the battlefield, so I'd go with style2. I'm afraid style1 might look like he glides or if played fast it might be too jittery.

rhyging5 wrote:yeah, i thought that is more adequate for advanced status like hero or chaman.


Fair enough for the whelp. Past lvl1 all the portraits are depicted with pretty much the same-size tusks... But you don't have to be true to the portraits if you don't want to.
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Re: rhyging5 animation comission - trolls

Postby Jetrel » February 12th, 2013, 6:48 am

Style 2 makes more sense due to the speed, as sleepwalker said.
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Re: rhyging5 animation comission - trolls

Postby rhyging5 » February 15th, 2013, 12:51 pm

ok, this is the layout, need aproval to work on texture.....
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Re: rhyging5 animation comission - trolls

Postby Sleepwalker » February 15th, 2013, 4:34 pm

Looks good. :) You seem to have followed the sideways stick animation to the letter, though now from this perspective it brings up some observations:

It looks like he stops up a bit when landing with the feet, which makes the movement look jerky to me. I would take some of the animation time spent touching the ground and put it more into air time, I think. I'm unsure about it without experimenting myself.

For consistency you should make the shadow roughly (but without noise) follow the body shape.

Fixing that along with smoothing out limb movement like his right arm would make it good to continue with. At first I had an impression that the view angle was a bit low, but the more I look at it the less it seems that way.
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Re: rhyging5 animation comission - trolls

Postby Crendgrim » February 15th, 2013, 9:28 pm

Now I am not an artist, so please just disregard my comment if you feel that way. To me, however, it feels as if the troll's skin was too shiny.
As trolls are very rock- and earth-bound as per their race description, I'd think he should be more dirty and not this glossy.
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Re: rhyging5 animation comission - trolls

Postby thespaceinvader » February 16th, 2013, 9:36 am

Crend: probably not too important, and not worth fussing about, but nonetheless a good point perhaps: maybe the brightest tone could stand to come down a few shades.

Animation looks excellent, subject to a little speeding up of the frames where the feet are on the floor.
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Re: rhyging5 animation comission - trolls

Postby Jetrel » February 18th, 2013, 2:58 am

Amorphous wrote:Hi,

Sorry to be a bother, but I've been watching the troll updates in art dev progress, and I was reminded of this piece from Pixeljoint. I thought it might be useful to rhyging as reference for gorilla-type runs. If you passed it along to him, I'd be much obliged. :)

Thanks,

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