Cloud's animations
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Re: Cloud's animations
No, it needs more of a windup. The rest of the animation is great, but the dwarf needs to lean way back like a baseball pitcher winding up for a swing, before thrusting the spear forward.thespaceinvader wrote:The attack looks good.
Just a frame or two of that will do it, though - the rest of it is great.
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Re: Cloud's animations
Slight fix to the NE frame, I have a feeling the right leg is still wrong.
Updated on the bob and included a zip.
Last but by no means least - I'll get cracking on the wind up frames.
EDIT: Here's one - I don't think I can wind it up anymore without the spear seeming too high in the frame, I'll think about tweaking the legs and shield for another if it seems it's needed.
EDIT2: And onto the Stalwart. I'm just going to clone off the Guard, so there's very little to see here.
Updated on the bob and included a zip.
Last but by no means least - I'll get cracking on the wind up frames.
EDIT: Here's one - I don't think I can wind it up anymore without the spear seeming too high in the frame, I'll think about tweaking the legs and shield for another if it seems it's needed.
EDIT2: And onto the Stalwart. I'm just going to clone off the Guard, so there's very little to see here.
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- stalwart-se-bob.gif (3.67 KiB) Viewed 3926 times
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- guard-spear-s-anim.gif (6.26 KiB) Viewed 3961 times
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- guard-ne.png (1.55 KiB) Viewed 3976 times
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- guard-bob.zip
- (9.72 KiB) Downloaded 233 times
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- guard-bob.gif (3.38 KiB) Viewed 3976 times
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Re: Cloud's animations
Preliminary clone of the Stalwart's SE attack. Needs a bit of a touch up, but it's nearly there I think.
Progress list:
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- stalwart-se-attack.gif (8.53 KiB) Viewed 3872 times
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Re: Cloud's animations
Another day another start at an animation (need something to keep me busy whilst waiting for crit on the rest).
This time it's the turn of the Guard's ranged animation. It still needs a lot of work, I'm more posting it to see if I've got the correct level of emphasis. It might also be a touch high (I should really check it against the projectile frames). It almost goes without saying that there'll be a few more recovery frames.
As a note - the shield's quite difficult to read without shading; it actually comes somewhat in front of him during windup, the two positions in the windup will probably also be different - but I'm aiming for general motion rather than specifics.
Also I want to avoid stepping him forward, otherwise it'll be too similar to the melee attack.
But Dwarven knees are a pain.
This time it's the turn of the Guard's ranged animation. It still needs a lot of work, I'm more posting it to see if I've got the correct level of emphasis. It might also be a touch high (I should really check it against the projectile frames). It almost goes without saying that there'll be a few more recovery frames.
As a note - the shield's quite difficult to read without shading; it actually comes somewhat in front of him during windup, the two positions in the windup will probably also be different - but I'm aiming for general motion rather than specifics.
Also I want to avoid stepping him forward, otherwise it'll be too similar to the melee attack.
But Dwarven knees are a pain.
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- guard-ranged.gif (3.53 KiB) Viewed 3801 times
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Re: Cloud's animations
NB: the ranged attack should be more SE - currently that's an East attack, and we don't have that direction.
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Re: Cloud's animations
I had a feeling that might be the case, I'll lower spear and hand a couple of pixels.
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Re: Cloud's animations
Changing the angle of the spear would do much more.
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Re: Cloud's animations
Sorry it's late. Changing the angle is what I meant (lowering the spearhead).
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Re: Cloud's animations
Ah, no worries. Looking forward to it. I should be on a little more over the next couple of days. The conference I'm at has free wifi and a free web cafe!
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Re: Cloud's animations
Whilst I'm still marginly awake I'll quickly ask: is the NE Guard frame getting there? (in fact crit on any of the above would be lovely, but the NE is the most important - onces that's sorted I can get onto the rest of the NE animations).
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Re: Cloud's animations
Getting there, but I'm unsure exactly what's going on with his thighh and glutes. It's also worth bearing in midn that Jet suggested, IIRC, that NE base frames could/should include any secondary weapons etc, so you could put the javelins of the ranegd attack slung across the back.
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Re: Cloud's animations
Which also helps sort out the backside issue
It's probably on the wrong way around and the javelins are too short. To the former it's a composition issue and to the latter I'll makes some changes.
Also hopefully it isn't too difficult to read, but as with a lot of things what's obvious to me might not be to anyone else. Feel free to comment (so long as it's productive ).
EDIT: Update to the ranged.
It's probably on the wrong way around and the javelins are too short. To the former it's a composition issue and to the latter I'll makes some changes.
Also hopefully it isn't too difficult to read, but as with a lot of things what's obvious to me might not be to anyone else. Feel free to comment (so long as it's productive ).
EDIT: Update to the ranged.
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- guard-ranged.gif (3.52 KiB) Viewed 3597 times
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- guard-ne-with-javelin.png (1.64 KiB) Viewed 3602 times
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Re: Cloud's animations
Awesome graphics for the guardsman-line
but one thing attracted my attention:
but one thing attracted my attention:
Spoiler:
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User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
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Re: Cloud's animations
Indeed, though it's a minor issue which I'll deal with after everything in the mainline dwarf department is done. It'll be easier and probably more convinient just to do them in bulk rather than as and when I finish an animation.
To be honest a lot of campaign art needs a look at but because mainline gets more views than an individual campaign does (and some of the units in those campaigns might only appear for a couple of scenarios) so mainline is always going to get higher priority. Or at least that's how I see it.
REPOST to add a small update to the Guard's SE ranged attack.
To be honest a lot of campaign art needs a look at but because mainline gets more views than an individual campaign does (and some of the units in those campaigns might only appear for a couple of scenarios) so mainline is always going to get higher priority. Or at least that's how I see it.
Spoiler:
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- guard-ranged.gif (3.9 KiB) Viewed 3475 times
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Re: Cloud's animations
I really like how smooth the animation is, great job so far!