artisticdude's Merfolk Animations
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Re: artisticdude's Merfolk Animations
...I think he meant for you to make it darker, not brighter. I preferred the previous version's overall light-dark composition.
- thespaceinvader
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Re: artisticdude's Merfolk Animations
Indeed.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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- artisticdude
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Re: artisticdude's Merfolk Animations
That'll teach me to read posts more thoroughly…
This should be better. =)
EDIT: Working on a defense animation as well. I'll try and post the results tomorrow if possible.
- Attachments
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- fighter-attack-se-1.gif (10.43 KiB) Viewed 5637 times
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- fighter-attack-se-2.gif (9.39 KiB) Viewed 5637 times
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- artisticdude
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Re: artisticdude's Merfolk Animations
I would have posted this yesterday, but I'm such a darn perfectionist. I keep going back and nitpicking and correcting extremely minor details over and over again. I'm hurrying to post this so that I don't start nitpicking again.
Shadows added, TC checked (and double-checked! ), last couple shading nitpicks fixed, rectified the wonky movement of the cauldron on his right shoulder, and corrected the stationary chestplate that didn't change position from the baseframe to the extension frames (it should have moved with his body, but it didn't). Short of any unforeseen issues, this should be the final version. Included in the .zip below are all the attack animation frames, the baseframe with the updated shadow color, and a defense animation frame (one of the two defense animation frames in the sequence is the first attack frame). As far as the animation WML goes, the attack sequence goes: 1, 2, 3, 4, 5, 6, 2, 1, and the defense sequence goes: fighter-defend-1.png, fighter attack-1.png.
Shadows added, TC checked (and double-checked! ), last couple shading nitpicks fixed, rectified the wonky movement of the cauldron on his right shoulder, and corrected the stationary chestplate that didn't change position from the baseframe to the extension frames (it should have moved with his body, but it didn't). Short of any unforeseen issues, this should be the final version. Included in the .zip below are all the attack animation frames, the baseframe with the updated shadow color, and a defense animation frame (one of the two defense animation frames in the sequence is the first attack frame). As far as the animation WML goes, the attack sequence goes: 1, 2, 3, 4, 5, 6, 2, 1, and the defense sequence goes: fighter-defend-1.png, fighter attack-1.png.
- Attachments
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- fighter-defend-background.gif (4.58 KiB) Viewed 5554 times
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- merman-fighter-attack-se-1.gif (10.79 KiB) Viewed 5554 times
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- merman-fighter-attack-se-2.gif (9.75 KiB) Viewed 5554 times
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- merman-fighter-attack-animation.zip
- (154.56 KiB) Downloaded 302 times
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- thespaceinvader
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Re: artisticdude's Merfolk Animations
I should have this committed some time tomorrow.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- artisticdude
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Re: artisticdude's Merfolk Animations
I'm working on updating the warrior's attack animation, but that shouldn't take too much longer. After that I plan on finishing the Javelineer's melee attack animation, if you're okay with that, tsi? Or is there another project you feel has more priority?
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- thespaceinvader
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Re: artisticdude's Merfolk Animations
Fighter south anim would be good, other than that Javelineer is probably fair game. If you're feeling enthusiastic, you could copy the throwing anim Trilby made for the Hunter over to the javelineer at the same time.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- artisticdude
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Re: artisticdude's Merfolk Animations
Actually, I am feeling enthusiastic just now. So it looks like I'll be busy for a while. Fish, fish, fish...
I'll work on the javelineer's melee after the warrior's revamp is finished, then. After that, I'll take a shot at doing the javelineer's ranged attack and a south attack for the fighter, if no one else picks them up.
I'll work on the javelineer's melee after the warrior's revamp is finished, then. After that, I'll take a shot at doing the javelineer's ranged attack and a south attack for the fighter, if no one else picks them up.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
- artisticdude
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Re: artisticdude's Merfolk Animations
Here's the revision of the warrior's melee and defense animations. I cleaned up some of the shading on the arms and cauldrons, fixed a few anatomy problems here and there, made the motion blur three-pronged rather than blunt, fixed the opacity of the shadows (for some reason I made the shadows in the original version 40% opaque rather than 60%), and added the hitherto lacking movement to the tassel on his trident. And for some reason, I had to iron out TC problems *again* with this guy after I finished editing him.
By the way, I noticed that in 1.9.1, the frames warrior-attack-1.png and warrior-defend-1.png are the exact same frames. Is that intentional, or is that just clutter? I've changed the name of warrior-defend-2.png to warrior-defend-1.png, and I only included warrior-attack-1.png and not the file in 1.9.1 called warrior-defend-1.png in the zip below, since I figured it could double as the first frame of both the attack and defense animations.
Hope that makes sense…
Now for that javelineer's melee attack. >.>
By the way, I noticed that in 1.9.1, the frames warrior-attack-1.png and warrior-defend-1.png are the exact same frames. Is that intentional, or is that just clutter? I've changed the name of warrior-defend-2.png to warrior-defend-1.png, and I only included warrior-attack-1.png and not the file in 1.9.1 called warrior-defend-1.png in the zip below, since I figured it could double as the first frame of both the attack and defense animations.
Hope that makes sense…
Now for that javelineer's melee attack. >.>
- Attachments
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- Warrior-Revision.zip
- (219.39 KiB) Downloaded 338 times
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
- thespaceinvader
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Re: artisticdude's Merfolk Animations
They are the same, I duplicated them to maintain the naming convention.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- artisticdude
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Re: artisticdude's Merfolk Animations
Making some progress on the Javelineer's melee attack, but I haven't even finished the blocking yet.
A question about the Javelineer's ranged attack: should I have him stick his melee spear into the ground before he throws the javelin, like Trilby did for the merman hunter? Or is that optional?
A question about the Javelineer's ranged attack: should I have him stick his melee spear into the ground before he throws the javelin, like Trilby did for the merman hunter? Or is that optional?
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
- thespaceinvader
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Re: artisticdude's Merfolk Animations
Optional, but doing it would be good, I think it's easier to make sense of the animation that way.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- Alarantalara
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Re: artisticdude's Merfolk Animations
Committed the fighter animation.
Does anyone know if the warrior revisions were approved/already committed?
Does anyone know if the warrior revisions were approved/already committed?
Re: artisticdude's Merfolk Animations
So this post is too late and it is most likely only a very small issue.Alarantalara wrote:Committed the fighter animation.
Isn't the slash of the tale looking like the counter move to the weapon being to late?
- artisticdude
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Re: artisticdude's Merfolk Animations
Thanks again, Alarantalra.
Reminds me to dig up those half-finished menfolk blockings that are floating around on my backup disk somewhere...
Heh. There are some things about this animation that I could improve now anyway. Specifically, an extra tweening frame in the windup/recovery (right now the transition is rather jerky, even for a quick movement).So this post is too late and it is most likely only a very small issue.
You mean the tail movement finishes too late into the animation? Mm, the way I planned it, the first tail arc launches the fighter into the lunge, and the second arc pulls him out of it. Perhaps I should have him leaning forward for a frame longer during the lunge/recovery transition. Or maybe increase the tail movement by one frame (that's not really what I mean, but it's hard to explain verbally...). I think it's decent as-is, but I'd definitely want to do a more finessed version, which I can do now that I've had more practice in animating.Isn't the slash of the tale looking like the counter move to the weapon being to late?
Reminds me to dig up those half-finished menfolk blockings that are floating around on my backup disk somewhere...
"I'm never wrong. One time I thought I was wrong, but I was mistaken."