Goblin Spearman Run Cycle

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artisticdude
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Re: Goblin Spearman Run Cycle

Post by artisticdude »

I should have posted sooner, but my connection is as unstable as heck. >.<

I'm glad to hear the number of frames isn't an issue. I guess I can say that since gobbos are smaller than saurians or humans, their running movement would be less broad (and thus require fewer frames to portray). :P


Anyway, I'm considering this finished (unless, of course, the art directors think otherwise), so I'm including the frames in a .zip below. :)
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spearman-se-run.gif
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Frogger5
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Re: Goblin Spearman Run Cycle

Post by Frogger5 »

Fantastic job. And nice Avatar. :D
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thespaceinvader
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Re: Goblin Spearman Run Cycle

Post by thespaceinvader »

Taking another look at the base frame, I wonder whether we ought to consider swapping the hands round on the spear. Making it fit to the run and further new animations would be better than making this fit to the base frame.
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artisticdude
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Re: Goblin Spearman Run Cycle

Post by artisticdude »

thespaceinvader wrote:Taking another look at the base frame, I wonder whether we ought to consider swapping the hands round on the spear. Making it fit to the run and further new animations would be better than making this fit to the base frame.
I'm fine with that. It would certainly make it easier for us right-handed animators to reference. There are also a number of shading issues (namely, too many unnecessary shades of color) in the current baseframe that I'd like to smooth out.
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thespaceinvader
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Re: Goblin Spearman Run Cycle

Post by thespaceinvader »

For my money, I'd say go ahead and rework the base frame a bit, and show us what you come up with.

The remaining animations are probably fair game too if you're feeling brave.
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artisticdude
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Re: Goblin Spearman Run Cycle

Post by artisticdude »

thespaceinvader wrote:For my money, I'd say go ahead and rework the base frame a bit, and show us what you come up with.

The remaining animations are probably fair game too if you're feeling brave.
Okay then, I'll see what I can do. Other animations... it isn't so much a question of bravery or motivation as much as it is time, but I want to at least get a better se attack animation finished. I really want to work on some ne stuff after that, although due to my hectic schedule I can't promise anything just yet.
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Jetrel
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Re: Goblin Spearman Run Cycle

Post by Jetrel »

The only crit I would make would be to maybe move his right (our left) leg a pixel or so further down during the part where it's out in front.

Other than that, this is an all-around display of sublime ass-kicking!

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Sleepwalker
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Re: Goblin Spearman Run Cycle

Post by Sleepwalker »

Must chip in and say that's indeed a great run animation. Smooth good motion with a nice 3d sense. Great job!
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artisticdude
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Re: Goblin Spearman Run Cycle

Post by artisticdude »

Thanks Jetrel and Sleepwalker, that means a lot, coming from you guys. :D

Unfortunately my schedule's been rather crazy lately, so my productivity rate's been down, but I'll able to do some more work on this guy soon.

I agree with Jetrel about the leg in that one frame, and I'll fix it accordingly. There are also a couple other issues I'd still like to iron out with the shading in certain places. I'll address those issues and upload the final version. :)
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artisticdude
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Re: Goblin Spearman Run Cycle

Post by artisticdude »

M'kay, so I finally got around to putting the finishing touches on this. I tried lowering his left leg when it's out in front (the issue Jetrel pointed out above), but for some reason the animation just wasn't as fluid, and it looked as though he didn't really lift his leg at all. So I'm calling the rule of exaggerated movement on that. I gave the last frame a bit more vertical bounce, since his torso should move up a little when his foot hits the ground and takes his weight.

BTW, any idea when some commits might happen as far as unit animations are concerned? I've got an attack animation for the Merfolk Fighter here that's committable, as far as I know.
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Re: Goblin Spearman Run Cycle

Post by Jetrel »

artisticdude wrote:BTW, any idea when some commits might happen as far as unit animations are concerned? I've got an attack animation for the Merfolk Fighter here that's committable, as far as I know.
Yeah, I should commit these asap. Bumping this as a reminder.
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artisticdude
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Re: Goblin Spearman Run Cycle

Post by artisticdude »

artisticdude wrote:I tried lowering his left leg when it's out in front (the issue Jetrel pointed out above), but for some reason the animation just wasn't as fluid, and it looked as though he didn't really lift his leg at all. So I'm calling the rule of exaggerated movement on that.
I lied. I've been playing around with this animation all morning, and I think I've finally ironed most of the movement issues (including his high-rising left knee... I think...) that were bothering me. He's got a bit more bounce in his step, his left leg doesn't jerk as badly when it goes under his torso to finish out the step, his head movement is smoother, and a couple minor shading niggles sorted out.
New.
New.
spearman-se-run-new.gif (3.38 KiB) Viewed 3017 times
I trust it's an improvement? If so, I've included a .zip of the frames below.

Might get around to doing some more gobbo-oriented anims at some point in time here, but I'm going to be pretty busy over the next couple weeks, so don't count on anything happening in that department anytime soon...
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Last edited by artisticdude on July 27th, 2011, 2:28 pm, edited 1 time in total.
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Dorimen
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Re: Goblin Spearman Run Cycle

Post by Dorimen »

Wow! I like it very much! The improvements in this animation are visible! :D
You are great! :wink:
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Re: Goblin Spearman Run Cycle

Post by em3 »

A little nitpick: his right ear is visibly stationary compared to moving head.
Otherwise looks really good, I think. :)
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artisticdude
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Re: Goblin Spearman Run Cycle

Post by artisticdude »

em3 wrote:A little nitpick: his right ear is visibly stationary compared to moving head.
Otherwise looks really good, I think. :)
Yeah, the problem I'm running into there is that I want the head movement to be subtle, which is really hard at this scale. :doh: I'll try playing around with it some more, I guess...
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