Standing and idle animations?

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Mirion147
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Re: Standing and idle animations?

Post by Mirion147 » August 29th, 2008, 4:08 pm

:shock: Sweet! I like that a lot more. :D

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Jetrel
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Re: Standing and idle animations?

Post by Jetrel » August 29th, 2008, 6:50 pm

:eng: Post the frames as separate PNGs. We don't use "spritesheets" in wesnoth. Also, something seems very odd about the colors in that sprite-sheet you posted, I'm not sure what's causing that. Make sure they're the same set of RGB colors that were in the original images, or team coloration will break.

Also, give a list of which frames get used in what order, and the number of milliseconds (ms) per frame (which is what gif animation programs usually use to measure frame length, and what wesnoth uses).
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Re: Standing and idle animations?

Post by eisfrei » August 29th, 2008, 7:51 pm

Jetryl wrote:Also, something seems very odd about the colors in that sprite-sheet you posted, I'm not sure what's causing that. Make sure they're the same set of RGB colors that were in the original images, or team coloration will break.
I tested it in the game and there is no problem with the TC. I just had to slow the animation, 'cause when you are making a gif, it's running slower in the browser and even slower in Image Ready. Kind of weird ^^ I also cleaned up some lost pixels. I think it should be ok now...
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Ruffian-Idle.zip
Ruffian-Idle
(50.56 KiB) Downloaded 151 times

Steinhauser
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Re: Standing and idle animations?

Post by Steinhauser » August 29th, 2008, 11:53 pm

Perhaps simple really IS better.
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the metal will live on.gif
the metal will live on.gif (15.54 KiB) Viewed 2810 times
adept idle.zip
(100.05 KiB) Downloaded 160 times

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Mirion147
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Re: Standing and idle animations?

Post by Mirion147 » August 30th, 2008, 12:00 am

I would say that if you make his torso bend as he head bangs thats good enough for me. :D

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Re: Standing and idle animations?

Post by YaymeQ » August 30th, 2008, 3:23 am

hehehe I love the head banging adept ...

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thespaceinvader
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Re: Standing and idle animations?

Post by thespaceinvader » August 30th, 2008, 8:52 am

INdeed - in my experience, headbanging with .long hair requires a lot of torso bending in order not to get a really sore neck...
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Re: Standing and idle animations?

Post by Boucman » August 30th, 2008, 9:19 am

thespaceinvader wrote:INdeed - in my experience, headbanging with .long hair requires a lot of torso bending in order not to get a really sore neck...
yeah, seconded, you basically bend your torso completely forward, which means the arms would have to follow too.
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Mica
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Re: Standing and idle animations?

Post by Mica » August 30th, 2008, 5:46 pm

Yes, I know from experience that headbanging with long hair and NOT moving your body with it HURTS! XD
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EELuminatus
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Re: Standing and idle animations?

Post by EELuminatus » September 7th, 2008, 11:27 am

Metal needs to hurt. :twisted:
Anyway, bending the entire body and giving him more overall motion would make him look great!
Just cut some pixels, displace them a little and it should be almost done...

As I'm currently on vacation, here's a very small animation again... the Assassin was just way too static. :wink:

(looking at it, I think a standing animation is a must have for the assassin... should I perhaps just tweak this one to make it fit for a standing animation?)

EDIT: I've got to admit that I initially intended to make it a standing animation - it turned out not to be fluent enough (even with 100ms delays for every pic), so I thought it might be fine for an idle one... as said (below), there might be too less action for this purpose, though.
Attachments
assassin_idle_animation.gif
assassin_idle_animation.gif (7.08 KiB) Viewed 2421 times
Last edited by EELuminatus on September 7th, 2008, 11:41 am, edited 1 time in total.

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thespaceinvader
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Re: Standing and idle animations?

Post by thespaceinvader » September 7th, 2008, 11:34 am

I don't think it's really enough to be an idle animation as he's just shifting in place, rather than doing something - idles are intended to show the unit doing something active when they're not doing anything else. Could easily be adapted into a standing animation, though.
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zookeeper
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Re: Standing and idle animations?

Post by zookeeper » September 7th, 2008, 11:59 am

Well, it's not a big deal if he's not doing something major, IMO. But if you wanted to put more action into it without needing to redo the whole animation, twirling his dagger in his left hand around a bit would seem like something that'd fit the current movement rather well.

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woodmouse
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Re: Standing and idle animations?

Post by woodmouse » September 7th, 2008, 12:11 pm

I gave the idle a try. Is it good? Or bad?
Image
I edit it soon. So it won't just stand there so much.

EDIT:
Image
Now he breathes. (Way too fast, I know (or maybe not?). But maybe he's exhausted? :lol: )
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EELuminatus
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Re: Standing and idle animations?

Post by EELuminatus » September 7th, 2008, 12:29 pm

Ok, here's a small redo for a possible standing animation. I don't entirely like the base frame, because he's in a too upright position and the whole animation does not look quite believable when he has to return into this position... may I edit the base frame, as well?
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assassin_standing_animation.gif
assassin_standing_animation.gif (7.11 KiB) Viewed 2406 times

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woodmouse
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Re: Standing and idle animations?

Post by woodmouse » September 7th, 2008, 12:42 pm

Here's a idle animation for Fire Dragon. I know it's a bit weird, but well. I just wanted to try. :lol:
Maybe it doesn't even need a idle animation?
Image
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