New animations

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beetlenaut
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Re: New animations

Post by beetlenaut »

If you are going to have him come out of the hole, the hole should end up at his feet, so start your animation low in the hex. The concept is great.
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Major
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Re: New animations

Post by Major »

I shall try to improve him. :)
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Boucman
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Re: New animations

Post by Boucman »

beetlenaut wrote:If you are going to have him come out of the hole, the hole should end up at his feet, so start your animation low in the hex. The concept is great.
hmm

OTOH, the way it's currently done, the zombie hides the hole behind his body, which makes the hole disapearence less noticeable
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Airatgaljamov
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Re: New animations

Post by Airatgaljamov »

Major wrote:I've made a recruit anim for the zombie if that's useful.
This is really great!

Some critics:
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Jetrel
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Re: New animations

Post by Jetrel »

Boucman wrote:
beetlenaut wrote:If you are going to have him come out of the hole, the hole should end up at his feet, so start your animation low in the hex. The concept is great.
hmm

OTOH, the way it's currently done, the zombie hides the hole behind his body, which makes the hole disapearence less noticeable

Jesus, man... that's just crazy. :augh:

The current animation just defies kinematics. Move the hole.
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em3
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Re: New animations

Post by em3 »

Jetrel wrote:The current animation just defies kinematics. Move the hole.
Unless you use ACME™ Portable Hole™.
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Major
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Re: New animations

Post by Major »

Could the zombie anim be used? (ie: should I fix it?)

I noticed that the spearman attack is only one really badly cut and slide frame, could I improve it?
A WIP Attack Anim:
Attachments
Spearman Attack Anim.gif
Spearman Attack Anim.gif (4.02 KiB) Viewed 3984 times
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Issyl
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Re: New animations

Post by Issyl »

Wow, that looks like a great motion to me, yeah. Very powerful and fluid.
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Jetrel
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Re: New animations

Post by Jetrel »

@Major: Yes, please do.
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Issyl
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Re: New animations

Post by Issyl »

Why does he turn his head?
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Frogger5
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Re: New animations

Post by Frogger5 »

Because his turning the rest of his body, so naturally his head has to follow.
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Issyl
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Re: New animations

Post by Issyl »

What? You know, there's something called a neck.

I can preform that same motion while keeping my head pointed in the same direction.
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thespaceinvader
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Re: New animations

Post by thespaceinvader »

Because it looks better. Keeping his head perfectly still would, as Jet would say, defy kinematics.

Major: I'd probably try to slow the movement of his feet down a touch though - they look a little jerky currently.
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Aura
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Re: New animations

Post by Aura »

Dunno if this is of any use, but I mocked up the fighter's slash from a few pages back. Maybe if it is tided it could be used as a base for the real one, but maybe you guys prefer to work from clean blocking or made the final thing already.

(see slightly better version below)

It only plays a few times, might have to refresh page. Basically I just did it cos I was bored, but maybe it would help somewhat.

EDIT: Bored again. Tided it up a little.

Image
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xtifr
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Re: New animations

Post by xtifr »

thespaceinvader wrote: Keeping his head perfectly still would, as Jet would say, defy kinematics.
Having his head move as if it were rigidly attached to the body also seems to defy kinematics. When I try that motion myself, my head tips up slightly, and rotates a tiny amount--far from the full 90 degree rotation shown in the blocking. It's true that sprites need to exaggerate their motion, but this seems like far too much exaggeration. It looks to me as if he is getting distracted by something off to the side during the wind-up.
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