Cloud's animations

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lostnumber
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Re: Cloud's animations

Post by lostnumber »

Cloud wrote:Mmm, I might have to start this again from scratch. The main problem is the feet, bringing the right foot forward isn't viable without spinning really, as too pull back one would be all off balanace and more exposed than spinning. Bringing the left foot forward would solve all the issues I have with the motion, perhaps that's why I'm so reluctant to change from a spin.

Ho-hum, said Pooh... Guess it's back to the drawing board.
In the two examples you posted above, the first one looks FAR more natural. I second whats already been said; ditch the spin
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Jetrel
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Re: Cloud's animations

Post by Jetrel »

lostnumber wrote:
Cloud wrote:Mmm, I might have to start this again from scratch. The main problem is the feet, bringing the right foot forward isn't viable without spinning really, as too pull back one would be all off balanace and more exposed than spinning. Bringing the left foot forward would solve all the issues I have with the motion, perhaps that's why I'm so reluctant to change from a spin.

Ho-hum, said Pooh... Guess it's back to the drawing board.
In the two examples you posted above, the first one looks FAR more natural. I second whats already been said; ditch the spin
The first one looks great, like lostnumber said. You're overly concerned about balance, when in practice, the animation looks fine. Balance only matters when it makes an animation look awkward.
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thespaceinvader
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Re: Cloud's animations

Post by thespaceinvader »

Coming to commit Lord frames, i'm not certain you've got all the correct frames for the ranged animation: frame 4 has no cloak, and frame one could probably do with having the non-ragged cloak as in the attack animations.

Ideally a ranged defence animation would also be good, but is not totally essential.
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Re: Cloud's animations

Post by Cloud »

Hmm good spot, I'd missed that. Will add it in this afternoon.
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Re: Cloud's animations

Post by Cloud »

Not afternoon, but got it.

Also got another frame on the Guard's Spear. I'm thinking it might be ready for shanding.
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guard-blocking-attempt5.gif
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lord-ranged.zip
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Re: Cloud's animations

Post by thespaceinvader »

Looks good to shade to me. Lord looks good too, committing tomorrow - but any chance of a couple of ranged defence frames?
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Re: Cloud's animations

Post by Cloud »

With the maxim of "if it ain't broke, don't fix it" in my mind, I've just replaced the axe in the normal defence frames with the hatchet. All frames zipped and an animation included just to make sure it's up to scratch.

Will get shading on the Guardsdwarf tonight.
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Re: Cloud's animations

Post by thespaceinvader »

I'll probably flip the hatchet round in the base frame so the transition into the defence isn't so glaring. Otherwise, i'll commit this as-is tomorrow. nice work =)
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Re: Cloud's animations

Post by Cloud »

A quick peek at the shading. I haven't done the shadows yet, or the TC thing in the latter frames. More an attempt to get anything that might be an issue spotted before I put too much effort into a flawed anim.

The shield need to be a touch larger I think and the spear head isn't quite perfect, though hopefully the motion blur will hide that.
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guard-attack-anim.gif
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Re: Cloud's animations

Post by thespaceinvader »

Lord ranged is committed.

Looking at the guard, two things strike me: firstly, the first preparation frame would serve equally well as a recovery - that's WML work though. Secondly, it could do with a second striking frame, and some motion blur - see how the Drake Clasher does both of these. The second attack frame will be a slight stretch forward from the first.

Then it's a go. If you could do a south version as well that would be brilliant =)
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Re: Cloud's animations

Post by Cloud »

The shield needs some definite love.

And the head might be a touch too high on the strike frames, but that aside it's shaping up fairly nicely I think (minus motion blur, etc.).

I'll give south a go afterwards.

EDIT: Attempt at the motion blur. Not sure how great it is, but any crit people can give on it would be great.
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guard-attack-anim-motionblur.gif
guard-attack-anim-motionblur.gif (7.36 KiB) Viewed 3222 times
guard-attack-anim.gif
guard-attack-anim.gif (6.7 KiB) Viewed 3256 times
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Re: Cloud's animations

Post by Sleepwalker »

Hard to give crit as it looks great. :wink: Shield looks much better now too that you removed the shrinked frame one.

One thing that i don't think matters is that the thrust line has a slightly high angle compared to the way the unit will move in game. Something one could think about if you animate another spear thrust.
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thespaceinvader
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Re: Cloud's animations

Post by thespaceinvader »

The motion blur i'd be inclined to do a bit smaller, but otherwise looks fine. Shadows, and we're go for commit on that. Put the pngs up =)
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Re: Cloud's animations

Post by Cloud »

zip and animation for you TSI. I went for 80% on the motion blur, but I've got the .xcfs if it doesn't look right. I'm undecided on the size of the blur itself, but again if it's not right it's not difficult to edit. It's not apparent in the animation, but the blur is actually the light blue the clasher uses.

@Sleepwaker: Thanks :) I love what you're doing Saurian.
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guard-attack-anim.gif
guard-attack-anim.gif (7.24 KiB) Viewed 3188 times
guard-spear.zip
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thespaceinvader
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Re: Cloud's animations

Post by thespaceinvader »

Normally, the blur swhould be the lightest colour (or in this case, two colours) of the user's weapon - that's a useful change you could make =)

There's no real standard on what opacity it is, though. I can't test right now either, since I'm playing MP.
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