New animations

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Re: New animations

Postby Zoomo » March 16th, 2017, 9:41 pm

Slowly progressing
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Re: New animations

Postby ForestDragon » March 17th, 2017, 6:52 am

nice! :) keep it up!
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Re: New animations

Postby Zoomo » March 19th, 2017, 8:24 am

Progress. I'm not sure what to do but something about the feet seem off somehow. If anyone has any tips that would be great.
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Re: New animations

Postby ForestDragon » March 19th, 2017, 8:28 am

i think his left leg is too stationary. the animation looks like the unit is rotating around his left leg for some reason :hmm:

EDIT: it might look differently in-game though...
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Re: New animations

Postby beetlenaut » March 19th, 2017, 8:32 am

Smooth. But, some parts look smaller in the animated frames than in the base frame. The chest armor for example, and maybe the nearer leg, too.
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Re: New animations

Postby Zoomo » March 25th, 2017, 9:35 pm

Hey, I haven't really worked on this again until today but I tried to fix the size issue. he still is shorter in the later half of the animation but that is due to the fact that his legs are bent. It's really messy but do the proportions look right now?
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Re: New animations

Postby The_Gnat » March 26th, 2017, 12:07 am

That looks really good, the only thing is a few frames when he is standing completely sideways look a little short :D
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Re: New animations

Postby Jetrel » March 26th, 2017, 11:59 am

:D That looks really nice - I think you might want to have that rear knee bend a lot more, and a good deal sooner - i.e. he should probably be pivoting onto the ball of his foot.

Broadly speaking, though, this looks great, and we really appreciate your efforts.
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Re: New animations

Postby Vyncyn » March 27th, 2017, 9:54 am

Made some shading for the elven fighter running animation. Mostly shield+feet because they are, aside from the sowrd, the biggest problem and I wanted to get them out of the way.
It dawned on me the new sprite hasn't got attack and defense animation yet (afaik). Also the running anim consists of 10 frames, which means originally a ne-animation was planned too (since there is no macro for a 10 frames se animation).
I'm not sure I could create a ne-running anim from scratch, so this whole thing might drag on for quite a while, if I even get to it.

sooo...
Are there already attack/defense animations for the "new" sprite or would they have to be created to (by me or maybe someone else, cause I would only do franken frames from the old animation)?
Are shield and feet shading ok or does something still look odd?
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Re: New animations

Postby Eagle_11 » March 28th, 2017, 11:55 am

I cant notice anything wrong with the shading of those areas as of right now.
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Re: New animations

Postby The_Gnat » April 3rd, 2017, 11:31 pm

I was wondering since many sprites are being redone and further animated has anyone plans to animate the merman? They seem to havd been sadly forgotten.
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Re: New animations

Postby Vyncyn » April 6th, 2017, 7:26 pm

Finished the animation. I can see some issues with shoulders and breastplate, so if they are too dominant, I could try to fix them.
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Re: New animations

Postby Aldarisvet » April 6th, 2017, 8:33 pm

It's fantastic! Thank you much for doing this!
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Re: New animations

Postby PoignardAzur » April 7th, 2017, 11:07 am

Zoomo wrote:Hey, I haven't really worked on this again until today but I tried to fix the size issue. he still is shorter in the later half of the animation but that is due to the fact that his legs are bent. It's really messy but do the proportions look right now?
heavyinfantry.gif

The proportions look good to me, but the movement feels wrong.

The movement starts slow, then gains speed towards the end. That would make sense for a horizontal strike, or a strike "from above", because your arms are working against the mace's momentum at first, then with it. But here, I'd expect the strike to be very fast at first, as the infantryman's arm works with gravity, then lose a bit of speed as has to make an effort to guide it upward (or let its momentum carry it forward). I think that would feel more natural, but a lot less "violent" or "impactful".

I think it would be a good idea to spend a few more frames on the beginning of the movement, as the infantryman is raising his mace and preparing to strike, and less frames on the whole arc. Like in tennis, when you see the tennisman slowly prepare their movement, but transition very fast from a slow movement to maximum speed.
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