Goblin Spearman Run Cycle

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artisticdude
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Goblin Spearman Run Cycle

Post by artisticdude » January 28th, 2011, 12:40 am

I'm working on doing a running animation for the goblin spearman, and here is the blocking I've come up with. I haven't added the spear yet, because I wanted to ask whether it is okay to have the weapon be in his right hand during the running if it's in his left in the baseframe? It would be easier to animate if I could put it in his right hand, since there'd be fewer perspective problems to fool with, but if necessary I can keep it in his left hand.
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Re: Goblin Spearman Run Cycle

Post by Frogger5 » January 28th, 2011, 1:06 am

Cute. :D
Good job so far IMO. the way his left arm pivots around the torso seems a bit odd to me though.
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Re: Goblin Spearman Run Cycle

Post by StDrake » January 28th, 2011, 7:16 am

I'm a little wondered how is he going to hold the spear without jabbing himself, regardless of the hand that is supposed to do so. Perhaps rather try a two-handed grip for running rather than wondering which hand works better - spears, even goblin ones, tend to be long and cumbersome, and taking a run while not holding it very firmly (meaning -in one hand) could result in it geting stuck somewhere and the runner jabbing himself on it
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Re: Goblin Spearman Run Cycle

Post by Reepurr » January 28th, 2011, 8:29 am

I know he's only a gobo, but he's not exactly...bouncing...much, is he?
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Re: Goblin Spearman Run Cycle

Post by thespaceinvader » January 28th, 2011, 10:20 am

Looks like a great start, but PUT THE SPEAR IN NOW.

Probably held in both hands, across his body - you shouldn't need to do too much to it from this point to make that work.
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Re: Goblin Spearman Run Cycle

Post by Vendanna » January 28th, 2011, 12:12 pm

I think that you could look at the saurian skirmishers way to hold the spear for ideas. (on movies you don't see people running with spears, just charging on to impale which doesn't work)

I like these threads of units walking, they are cute. but yeah I echo the words of TSI and suggest to add the spear now, since it affects the way you move.
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Re: Goblin Spearman Run Cycle

Post by Boucman » January 28th, 2011, 1:40 pm

remember that it's possible to use a "before walk" / "after walk" animation if you want to change the way he holds his spear (that's how drake take-off and landing is implemented)
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Re: Goblin Spearman Run Cycle

Post by shiremct » January 29th, 2011, 9:39 am

I thought my blocking for the orc archer's run was looking pretty good but this puts it to shame. It looks like a great start.

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Re: Goblin Spearman Run Cycle

Post by artisticdude » January 29th, 2011, 4:00 pm

Thanks guys. :)


...And we have a spear!
gobbo_run_cycle_spear.gif
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Reepurr wrote:I know he's only a gobo, but he's not exactly...bouncing...much, is he?
Valid point, but it can easily be solved by moving the entire sprite up or down a pixel or two in specific frames (higher after he takes a step, lower as he takes a step).
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Re: Goblin Spearman Run Cycle

Post by thespaceinvader » January 29th, 2011, 4:38 pm

That looks excellent to me.
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Re: Goblin Spearman Run Cycle

Post by lostnumber » January 30th, 2011, 10:55 am

Artisticdude you have really improved a lot since you joined this forum. I remember back when you were struggling with basic sprites in the Art Workshop, and here you are with an excellent looking start on a mainline animation.

Keep up the good work!

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Re: Goblin Spearman Run Cycle

Post by Tet » January 30th, 2011, 9:15 pm

Just awesome. I was afraid that I was missing something, but looks like everybody happy.
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Re: Goblin Spearman Run Cycle

Post by artisticdude » January 31st, 2011, 2:45 pm

I still have to attend to some minor details (the banner/rag on the end of the spear, the shadow, some shading nitpicks), but this is nearing completion. I tested it, and it seems to work well in-game, and the TC works correctly (thankfully!). I also added just a tiny bit of bounce, which you can't really see in this version unless you look carefully, but it should become more obvious once I add the shadows.

On a more somber note, I recently noticed that this animation is only 9 frames long, whereas the saurians' movement animations are 12 frames long. Does that present a problem, or is it not an issue? :hmm:
gobbo_spearman_run_cycle_shaded.gif
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lostnumber wrote:Artisticdude you have really improved a lot since you joined this forum. I remember back when you were struggling with basic sprites in the Art Workshop, and here you are with an excellent looking start on a mainline animation.

Keep up the good work!
Lol, I remember those days (it wasn't all that long ago, actually... although it seems like it's been longer :P ). Thanks.
Tet wrote:I was afraid that I was missing something, but looks like everybody happy.
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Re: Goblin Spearman Run Cycle

Post by thespaceinvader » January 31st, 2011, 3:08 pm

Great job. And no, length is not an issue (at least from my perspective, people who know better are welcome to slap me upside the head) - we can always code new macros OR duplicate a couple of frames.

Keep it up =)
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Re: Goblin Spearman Run Cycle

Post by pauxlo » January 31st, 2011, 8:56 pm

I also suppose that goblins are taking smaller (and more) steps than saurians when running with similar speed, so less time is needed for each double-step.

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