Thief Animation
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- Posts: 245
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Thief Animation
I havent been here long and I tried to make thief animation sooooo, I finished it.
One is normal speed and another one is in slow motion so you can see every frame and tell me how could i make it better.
Second, I am thinking of making another 2-3 frames of attack, that he would stab the enemy, but I think it would be too much. Feel free to discuss.
One is normal speed and another one is in slow motion so you can see every frame and tell me how could i make it better.
Second, I am thinking of making another 2-3 frames of attack, that he would stab the enemy, but I think it would be too much. Feel free to discuss.
- Attachments
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- thiefattackslow.gif (4.3 KiB) Viewed 5403 times
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- thiefattack.gif (4.3 KiB) Viewed 5407 times
Descendants of the dragon:http://www.wesnoth.org/forum/viewtopic.php?f=19&t=23991
Re: Standing and idle animations?
Ok, you animation suffers from the "moonwalker" effect...
in other word, you forgot that the unit image is sliding back and forth during the attack, and you need to animate that.
in other word, you need to have the thief run/jump back and forth, you can't have the legs not move.
in other word, you forgot that the unit image is sliding back and forth during the attack, and you need to animate that.
in other word, you need to have the thief run/jump back and forth, you can't have the legs not move.
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- thespaceinvader
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Re: Standing and idle animations?
This post, and the post following it, are well worth looking at with reference to the thief's attack. What you've got there just doesn't make sense - why is he attacking twice in the same motion? The motion blur only goes on the striking stroke. He needs to step into it.
Also, you really need some rotation and movement of his body. Cutting and sliding parts around just won't cut it, I'm afraid.
Basically, look at mainline units, particularly the Bowman line, for inspiration on this.
Also, you really need some rotation and movement of his body. Cutting and sliding parts around just won't cut it, I'm afraid.
Basically, look at mainline units, particularly the Bowman line, for inspiration on this.
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Re: Standing and idle animations?
Ok so I tried to remove the moonwalker effect, hope its good.
Hope you like it, feel free to discuss it.
I thought it would look good, it would look like he is going to slice and dice the enemy...but I forgot this is Wesnoth... I tried to make him move, removed the motion blur at wind up and added some frames, got inspired by the bowman,thanks.What you've got there just doesn't make sense - why is he attacking twice in the same motion? The motion blur only goes on the striking stroke. He needs to step into it.
Also, you really need some rotation and movement of his body. Cutting and sliding parts around just won't cut it, I'm afraid.
Basically, look at mainline units, particularly the Bowman line, for inspiration on this.
Hope you like it, feel free to discuss it.
- Attachments
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- thiefattackanimation.gif (4.82 KiB) Viewed 5327 times
Descendants of the dragon:http://www.wesnoth.org/forum/viewtopic.php?f=19&t=23991
Re: Standing and idle animations?
I cannot quite figure out why his head is following his initial backswing? He would probably not be inclined to take his eyes off of his enemy, and it's not like he needs to follow the dagger with his head to know where it is going.
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UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
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Re: Standing and idle animations?
Cause it looks cooler, some fantasy wont hurt anyone.I cannot quite figure out why his head is following his initial backswing?
Its not like you think, he is making a turn, so in fast is looking like he is following the dagger, I will upload a slow motion of it.it's not like he needs to follow the dagger with his head to know where it is going.
- Attachments
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- thiefattackanimationslow1.gif (4.82 KiB) Viewed 5268 times
Descendants of the dragon:http://www.wesnoth.org/forum/viewtopic.php?f=19&t=23991
Re: Standing and idle animations?
sorry bonehead111 but....
if you need to explain/post a slow motion of your animation, then it's not working.
try not to have the head turning, I'm sure it would look better
if you need to explain/post a slow motion of your animation, then it's not working.
try not to have the head turning, I'm sure it would look better
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Re: Standing and idle animations?
You were right...It looks alot better when he doesnt move the head...thanks for the tips.
- Attachments
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- thiefattackanimationslow.gif (4.81 KiB) Viewed 5257 times
Descendants of the dragon:http://www.wesnoth.org/forum/viewtopic.php?f=19&t=23991
Re: Standing and idle animations?
Ok, now you should still add in a couple of frames for the recovery. So basically you can just make him step back in the exact same manner, while moving the arms back to the base frame positions.
Re: Standing and idle animations?
Indeed, great work on the changes so far, the head not moving makes it seem as if he is indeed attacking very swiftly (given the quick movement of his arms and the blade). I understand what you were going for with his head moving, but with limited frames, you have to stick with simpler stuff.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
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Re: Standing and idle animations?
I dont know if he should just simply jump back or he should do flip jump, so it would look nicer.
Descendants of the dragon:http://www.wesnoth.org/forum/viewtopic.php?f=19&t=23991
Re: Standing and idle animations?
do a simple jump
simple jump are unrealistic and impraticall
moreover, this is a lvl 1 unit. The big special effects should be very rare and kept for heroes/high level units
cheers
Boucman
simple jump are unrealistic and impraticall
moreover, this is a lvl 1 unit. The big special effects should be very rare and kept for heroes/high level units
cheers
Boucman
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Re: Standing and idle animations?
Boucman wrote:do a simple jump
simple jump are unrealistic and impraticall
Re: Standing and idle animations?
ahem
I meant back flips are unrealistic
I meant back flips are unrealistic
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- Orcish Shyde
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Re: Standing and idle animations?
The only heroic units I can see backflipping out of an attack are the human Assassin and maybe the Orcish Slayer, neither of whom really strike me as the kind of flamboyant show-off who would bother. Admittedly WINR, but...Boucman wrote:do a simple jump
simple jump are unrealistic and impraticall
moreover, this is a lvl 1 unit. The big special effects should be very rare and kept for heroes/high level units
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