Animation Upgrade Project

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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader »

Very, VERY nice. I love that ninja stuff =D But yeah, at least one more frame between the first two. Beyond that, it's about there...
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zookeeper
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Re: Animation Upgrade Project

Post by zookeeper »

I just instantly had this idea of him doing a regular step back after a regular hit or miss, but doing the tumble when it was a killing blow. :hmm:
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Girgistian
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Re: Animation Upgrade Project

Post by Girgistian »

Well I was planning on making at least one extra attack for him, so I can't see why not.

As for the extra frames, I'll add them like this:
tumble-time.png
Also, thanks for the encouragement :P I'm too tired to keep on drawing these today, though.
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Boucman
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Re: Animation Upgrade Project

Post by Boucman »

wow, Girgistan...

that is awsome

we need more creativity in animations, it's always fun
zookeeper wrote:I just instantly had this idea of him doing a regular step back after a regular hit or miss, but doing the tumble when it was a killing blow. :hmm:

can be done in WML (but you probably know that)
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Girgistian
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Re: Animation Upgrade Project

Post by Girgistian »

No shadows, many of them are somewhat badly done and none of them are completely up to standards, but at least the motion's done. Now I hope it's up to someone else to polish this, if it's going to be me then it'll probably be a good while before it's making any progress.
tumble.png
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Jetrel
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Re: Animation Upgrade Project

Post by Jetrel »

:D /me throws a rose at girgistan. I can definitely use that.
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zookeeper
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Re: Animation Upgrade Project

Post by zookeeper »

I added shadows and committed that as it is. If someone wants to clean up some of the frames, then great, but it looked perfectly fine to me in-game already.
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Jetrel
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Re: Animation Upgrade Project

Post by Jetrel »

Thanks, zookeeper.
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Re: Animation Upgrade Project

Post by Jetrel »

To make sure everyone is on the same page, this is a sketch of the essential idea behind what I want to convert all of our sling animations to. We have only four sling animations (rocklobber, footpad, outlaw, fugitive), so it won't be too hard; however, I'm not pursuing this anytime really soon. I've got orcs and elves to do.

I had some time to kill, though, and thought I'd poke at the essential idea and see if I could pull it off. Note that the spin will preferably be behind the body. Also, it'll probably be another frame or two on the spin, and a bunch more frames of the body moving around as it both spins the sling, and of the sling doing the release at the end.

(Note, those of you using safari/webkit/chrome(?) are seeing this at half frame rate. Safari apparently caps GIFs at 100ms minimum time per frame.)
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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader »

It could also do with one more tweening frame between the spin and the loose, i think - it's a bit too snappy at present.

Looks great, though =D
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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader »

Blocking for new Thunderer melee attack. 6 frames, including a blade base frame.
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Jetrel
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Re: Animation Upgrade Project

Post by Jetrel »

thespaceinvader wrote:Blocking for new Thunderer melee attack. 6 frames, including a blade base frame.
Other than that very last frame, this is great - if that's meant to be used for something else, it's fine, but as a last frame in the sequence of this animation, it doesn't work. Everything about the frame is great, except that the position of the blade ruins it - if we're gonna use it as a recovery frame, it needs to positionally be between the two intervening frames, which would mean foreshortening the blade to a mere nub.

The first five frames make for a wonderful animation, though, and I'd say: clean 'em up. They're perfect. :D
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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader »

Yeah, I muffed that last one up, on reflection... I'll sort foreshortening on that, and defence.
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thespaceinvader
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Re: Animation Upgrade Project

Post by thespaceinvader »

Committed this animation, with a fixed recovery frame and two defence frames.
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Jetrel
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Re: Animation Upgrade Project

Post by Jetrel »

:augh: Sadly, this is so totally not going to be something I finish anytime remotely soon. There are much more pressing concerns, like revising the last few sprites/getting upgraded animations on a few units. (Like, for example, just getting in a new version of these horse units that even just replaces the current frames, to say nothing of new animations - and yes, I'm working on that).

But I thought it would be educational for me to at least try blocking this out. That doesn't cost much time, and I really do need practice with walk cycles (human or non).


Sharing because I thought people would at least care to see it.
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