Mainline campaign sprites and animations needed

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Shiki
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Re: Mainline campaign sprites and animations needed

Post by Shiki »

I didn't really find a proper source, mostly wikipedia entries or discussions which reference to not farther named books.
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Kwandulin
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Re: Mainline campaign sprites and animations needed

Post by Kwandulin »

The Royal Warrior looks really nice and zookeeper's edit seems to be a reasonable change. Is it just me or does it look strange that he is holding the mace so high? It looks a bit more like a leading animation.
Rotating the mace leads to a more natural stance, but it may be less readable.

Also: a possible taunt anim for the dwarvish fighter. Might be useful for an idle or victory animation. Ideas?
Attachments
royal-warrior-doofus-edit.png
royal-warrior-doofus-edit.png (4.12 KiB) Viewed 4505 times
fighter-taunt.gif
fighter-taunt.gif (10.93 KiB) Viewed 4505 times
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Celtic_Minstrel
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Re: Mainline campaign sprites and animations needed

Post by Celtic_Minstrel »

What's he doing, hitting the axe against his shield?
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Kwandulin
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Re: Mainline campaign sprites and animations needed

Post by Kwandulin »

Yes
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beetlenaut
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Re: Mainline campaign sprites and animations needed

Post by beetlenaut »

The mace is a little hard to read now, but that's partly because the metal is tinted towards the brown like the armor. Tinting it towards the blue (maybe using the same palette as the dwarf's axe) would make it stand out a lot more.

Also: I think that would make a great idle animation.
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nuorc
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Re: Mainline campaign sprites and animations needed

Post by nuorc »

beetlenaut wrote:Also: I think that would make a great idle animation.
I thought they'd be themed to asthmatic heaving or suggestive pelvis motions now?

Also: as the shadow seems to go towards ten o'clock the bits towards two and three o'clock don't fit.
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Sapient
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Re: Mainline campaign sprites and animations needed

Post by Sapient »

Kwandulin wrote: Also: a possible taunt anim for the dwarvish fighter. Might be useful for an idle or victory animation. Ideas?
It looks more like a defending animation.
If you want to make it clear then you have to exaggerate the motions more.
So first have him extend the shield away from the torso while raising the axe up higher.
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Kwandulin
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Re: Mainline campaign sprites and animations needed

Post by Kwandulin »

nuorc wrote:I thought they'd be themed to asthmatic heaving or suggestive pelvis motions now?
Also: as the shadow seems to go towards ten o'clock the bits towards two and three o'clock don't fit.
The standing animation and idle animation are different things. The first one is shown continuously whenever a unit is standing, the idle animation is shown in random intervalls (e.g. the berserker drinking beer definitely not beer).
Sapient wrote: It looks more like a defending animation.
If you want to make it clear then you have to exaggerate the motions more.
So first have him extend the shield away from the torso while raising the axe up higher.
Not sure if changing the position of the shield and axe is desirable, as the shield is already 1 pixel below the eyes, and extending it more would override the face.

I've added the dwarves' right shoulder and changed the shadows a bit. I think it looks okay ingame:

Code: Select all

    [idle_anim]
        {STANDARD_IDLE_FILTER}
        start_time=0
        [frame]
            image="units/dwarves/fighter-taunt-[1,2,3,4,5,6,5,4,5,6,5,4,3,2,1].png:[110*15]"
        [/frame]
    [/idle_anim]
Attachments
fighter-taunt.zip
(12.92 KiB) Downloaded 143 times
fighter-taunt.gif
fighter-taunt.gif (11.03 KiB) Viewed 4317 times
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Crow_T
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Re: Mainline campaign sprites and animations needed

Post by Crow_T »

I like the shield bash, but I feel it is missing the anticipation frame of the animation so I added a quick and dirty frame as an example (I also changed some timing):
fighter-taunt2.gif
fighter-taunt2.gif (11.78 KiB) Viewed 4183 times
I think a properly made frame or two at the start could make it more weighty :hmm:
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Vyncyn
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Re: Mainline campaign sprites and animations needed

Post by Vyncyn »

I finished some of the frames for the annalist. They are pretty similar to the old animations, but I reduced the number of defense frames to 2.
Melee animation has 9 frames. I finished 4 so far and will post them once they are done.
Attachments
annalist-ranged2.png
annalist-ranged2.png (1.13 KiB) Viewed 3991 times
annalist-ranged1.png
annalist-ranged1.png (1.41 KiB) Viewed 3991 times
annalist-lead.png
annalist-lead.png (1.41 KiB) Viewed 3991 times
annalist-defend2.png
annalist-defend2.png (1.28 KiB) Viewed 3991 times
annalist-defend1.png
annalist-defend1.png (1.35 KiB) Viewed 3991 times
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The_Gnat
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Re: Mainline campaign sprites and animations needed

Post by The_Gnat »

Nice work! :D I look forward to when you animate the Lore Master i have made some placeholder animations currently for the Reign of the Lords add-on, but it would be good to get him fully animated.
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doofus-01
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Re: Mainline campaign sprites and animations needed

Post by doofus-01 »

Here are the 5 drop-in frames for the Royal Warrior. I made the armor less golden, and lowered the mace in the base frame, as suggested.
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royal-warrior.xcf
(50.26 KiB) Downloaded 143 times
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Vyncyn
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Re: Mainline campaign sprites and animations needed

Post by Vyncyn »

Finished the melee animation.
zgif-annalist-melee.gif
zgif-annalist-melee.gif (8.23 KiB) Viewed 3835 times
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Vyncyn
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Re: Mainline campaign sprites and animations needed

Post by Vyncyn »

Here is the complete animation for all three levels and cgf files.
concerning the cgf-files:
- Changed defense animation (2 instead of 3 frames, like I mentioned before)
- Adjusted the position of the "bling" in the leading animation to match the new images
- melee animation has 9 frames (old animation for witness/loremaster had 10), but I added the "defense1" frame to make it look smoother at the end
- Added magenta as TC
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witness.zip
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zookeeper
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Re: Mainline campaign sprites and animations needed

Post by zookeeper »

doofus-01 wrote:Here are the 5 drop-in frames for the Royal Warrior. I made the armor less golden, and lowered the mace in the base frame, as suggested.
It's in.
Vyncyn wrote:Here is the complete animation for all three levels and cgf files.
It's in.

Thanks, good job!
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