WSAS: Milestone Three
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- thespaceinvader
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Re: WSAS: Milestone Three
Duly noted, but I won't be doing anything this weekend, I'm going to Scotland to see my g/f for the first time in a month and a half. Back monday evening.
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Re: WSAS: Milestone Three
A little review, and illustration of a big nono in animation:
This animation showcases a recurring problem I'm seeing in a lot of your work. I've highlighted the arms in green. You're moving the arms too much; so much that they're strobing, and the basic "illusion of motion" in the animation is falling apart. Additionally, the general motion is too strong for the kinematic reaction to the body's motion; the arms are just flapping around wildly like ragdoll arms. A lot of times it looks like the intended motion you're trying to put into that body part is good in terms of its direction, it's just that the magnitude is much, much stronger than it should be.
You had the exact same problem on all of your burner animations, and all of your glider animations - you'll notice how much I toned it down when I touched-up the glider animations, and I'm in the midst of touching it up on the burner as well.
In the case of this specific animation, it should be a trivial 2-frame fix (applied to frames 3 and 4); done by putting the arms in the position I indicated in blue in this attached image. The position in blue follows the exact same momentum you were trying to impart, compared to its position in frame 2; it's just much less of a movement than you did. You shouldn't have to edit any of the rest of the body (except the head in frame 4, see below), so this should be pretty quick to do).
It's funny to run into this problem; I usually have to strongly encourage everyone so hard to move anything on the damn body besides just the 'active element' (e.g. the arm doing the action), that it's rather ironic to run into someone who is giving too much motion to these secondary parts of the body.
Also, while you're at it, rotate the head in frame 4. I told you you needed to do this, before you committed it, and you didn't - it needs to be rotated 45° around the y-axis, towards the camera. If you were looking at it from directly above, this rotation would be clockwise.
This animation showcases a recurring problem I'm seeing in a lot of your work. I've highlighted the arms in green. You're moving the arms too much; so much that they're strobing, and the basic "illusion of motion" in the animation is falling apart. Additionally, the general motion is too strong for the kinematic reaction to the body's motion; the arms are just flapping around wildly like ragdoll arms. A lot of times it looks like the intended motion you're trying to put into that body part is good in terms of its direction, it's just that the magnitude is much, much stronger than it should be.
You had the exact same problem on all of your burner animations, and all of your glider animations - you'll notice how much I toned it down when I touched-up the glider animations, and I'm in the midst of touching it up on the burner as well.
In the case of this specific animation, it should be a trivial 2-frame fix (applied to frames 3 and 4); done by putting the arms in the position I indicated in blue in this attached image. The position in blue follows the exact same momentum you were trying to impart, compared to its position in frame 2; it's just much less of a movement than you did. You shouldn't have to edit any of the rest of the body (except the head in frame 4, see below), so this should be pretty quick to do).
It's funny to run into this problem; I usually have to strongly encourage everyone so hard to move anything on the damn body besides just the 'active element' (e.g. the arm doing the action), that it's rather ironic to run into someone who is giving too much motion to these secondary parts of the body.
Also, while you're at it, rotate the head in frame 4. I told you you needed to do this, before you committed it, and you didn't - it needs to be rotated 45° around the y-axis, towards the camera. If you were looking at it from directly above, this rotation would be clockwise.
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Re: WSAS: Milestone Three
Also, on a nicer note, great job with the clone job on the sky and hurricane drakes - I looked over their animations in svn, and everything seems spot on.
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- thespaceinvader
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Re: WSAS: Milestone Three
Woh, that was... ages ago - I assumed that when you didn't say anything about these, it was OK...Jetrel wrote:Stuff 'n' junk
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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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Re: WSAS: Milestone Three
I just assumed you'd done it. It might have behooved me to do a frame-by-frame review of it after you committed it to svn, but we were both trucking forward quickly on the glider, and I didn't want to lose momentum. Anyways, it's an easy fix.thespaceinvader wrote:Woh, that was... ages ago - I assumed that when you didn't say anything about these, it was OK...Jetrel wrote:Stuff 'n' junk
Moving along, here's a 99% finished rework of the burner melee animation. I'm really hoping this won't be necessary for me to do on the fighter; I think that except for the wings, the fighter is looking very good as/is. I'll finish and commit this tomorrow - actually, if you want to commit everything you've got for the burner in the meantime (your latest versions), please do, since then I won't have to reinvent WML that's already done.
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- thespaceinvader
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Re: WSAS: Milestone Three
I'll do some fixes to that... probably tomorrow after work, i think. Had a long train journey today, need a shower and food and stuff and some sleep. Like i said, I've got nothing done over this weekend, cos I've been up in Glasgow.
Burner looks good, and I'll commit all my latest fire and flight frames for him tonight, alon g with any other art that's gotten finished whilst I've been away. Catch you later on IRC.
Burner looks good, and I'll commit all my latest fire and flight frames for him tonight, alon g with any other art that's gotten finished whilst I've been away. Catch you later on IRC.
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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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- thespaceinvader
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Re: WSAS: Milestone Three
Rework to fighter block. These wings aren't yet fully finalised, I want to nail down the motion
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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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- thespaceinvader
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Re: WSAS: Milestone Three
Also, some work on the burner. New layout, lines obviously not yet completed. Want to get the layout nailed down first.
EDIT: new fighter block.
EDIT: Fighter is completed.
EDIT: new fighter block.
EDIT: Fighter is completed.
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- burner.png (104.74 KiB) Viewed 3565 times
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- thespaceinvader
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Re: WSAS: Milestone Three
BUMP. Finalised pre-shading lines for the burner, apart, possibly, from a couple more logograms to fill up the two spare triangles on his belt, which I'll talk to kitty about, and apart from the wires holding the armour on. Going to move on to new ground this afternoon, working on lines for the fighter, and retread some old ground on the Wose and Gryphon Rider.
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- Rocket Slug
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Re: WSAS: Milestone Three
Nice, very clean! One little issue, which can be fixed in shading, is with his wings. Speaking in anatomical terms, there doesn't seem to be any wing membrane from the back to the "wrist" of the wing. At the moment, it feels like the only skin is between the "fingers." The area between the "arm" of the wing and the inside (closer towards the center) "finger" should be the back of the wing. Shading it correctly should do the trick, though.
- thespaceinvader
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Re: WSAS: Milestone Three
Check the sprites. There isn't any membrane down the back of the arm.
One of these days, I'll upload a quick anatomy sketch to show how the wings work.
One of these days, I'll upload a quick anatomy sketch to show how the wings work.
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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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Re: WSAS: Milestone Three
The body seems that has a light rotation to his/her right side, no? (I suppose that's intended) if that's the case...
I suggest to move also a bit the belt area to the same part, since atm it looks like the torso and the legs aren't connected (like on those he-man figures), aka the abdominals doesn't seem to connect.
The motive is that the posture doesn't look real, and you can still change the picture before you paint it.
Also if its rotated to its right, the wings also should show that, the part that looks weirder is its left wing base (the wing joint? under the left arm).
The linework is looking nice. congrats
I suggest to move also a bit the belt area to the same part, since atm it looks like the torso and the legs aren't connected (like on those he-man figures), aka the abdominals doesn't seem to connect.
The motive is that the posture doesn't look real, and you can still change the picture before you paint it.
Also if its rotated to its right, the wings also should show that, the part that looks weirder is its left wing base (the wing joint? under the left arm).
The linework is looking nice. congrats
"Mysteries are revealed in the light of reason."
Re: WSAS: Milestone Three
Nothing done from me tonight, since I was working on the thug, however there is this from neoriceisgood. Needs some color shifting + some additional something on the L3 for distinction.
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- thespaceinvader
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Re: WSAS: Milestone Three
I'll see what I can do with it,. I suspect a little extra bulk could look good. Ii like that the skin's gone red, too, and the metal claw extensions are cool. I've been planning on those being there, and will call them Battle Claws. Portraits for them will look like those gothy articulated claw-ring things.
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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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Re: WSAS: Milestone Three
Hmm... it's interesting how the Inferno Drake is redder than it's lower level counterparts. And how the Burner is grey instead of green. Is the 'redness' of a Drake an indication of it's closeness to Dragons and/or it's ability to breath fire?