Ruffian Animations.

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Issyl
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Re: Ruffian Animations.

Post by Issyl »

That's a great, dynamic attack, I think. I would suggest going ahead and fully spriting it.
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thespaceinvader
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Re: Ruffian Animations.

Post by thespaceinvader »

Definitely getting there - but don't worry too much about fluidity with these - putting in too much tweening during the swing will make it slow. The fluidity of the swing comes from the motion blur.

So I'd say go ahead and shade that, but make sure the motion blur works as seen one the tutorial page about them - it's something we can work on during the shading process =)

Thanks for your perseverance.
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Unnheulu
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Re: Ruffian Animations.

Post by Unnheulu »

I'm not a critic or an artist, so feel free to ignore me :)

Shouldn't he be lifting his foot when he moves it?

Like I said ignore me if you want :P
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Major
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Re: Ruffian Animations.

Post by Major »

If he's lunging he wouldn't lift his foot that high, he would lift it mabe 4cm of the ground then move forward as fast
as possible to take advantage of his opponent.

EDIT: Fully shaded but without the shadow or motion blur.
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thespaceinvader
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Re: Ruffian Animations.

Post by thespaceinvader »

I'd say reverse the opening of the mouth - have him look as if he's shouting when he strikes, not when he draws back. And probably make the teeth smaller, if not lose them all together, they stick out a bit as is. But otherwise, this looks pretty solid. I'll download it and pick it apart to work out where the blur should go in a bit - you should have something on that score later today =)

Nice work.
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Major
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Re: Ruffian Animations.

Post by Major »

Thanks! :D
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thespaceinvader
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Re: Ruffian Animations.

Post by thespaceinvader »

Something a little like this, though with a little more refinement on the backswing and recovery frames - the general motion of the strike is right. I removed frame 6 entirely, and you can see it has more snap, i think?

Original included for comparison.

EDIT: you could maybe lose the frame where he has the club entirely behind his head, too.
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Ruffian Attack Anim.gif
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Ruffian Attack Anim2.gif
Ruffian Attack Anim2.gif (7.63 KiB) Viewed 2660 times
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francophone
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Re: Ruffian Animations.

Post by francophone »

I think the trail seems too clear as to stick
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thespaceinvader
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Re: Ruffian Animations.

Post by thespaceinvader »

...huh?

Try again in french, I might understand better =)

The trail would probably be slightly transparent, bear in mind, like the shadows.
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Major
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Re: Ruffian Animations.

Post by Major »

Moved the shout to just as he hits and put in a shadow.
Are there any glaring errors?
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artisticdude
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Re: Ruffian Animations.

Post by artisticdude »

After the base frame, the club's shadow seems to become rather thin. Other than that, this looks great. :)
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Major
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Re: Ruffian Animations.

Post by Major »

That's supposed to be the bottom of the club, is it still to small?

EDIT: Blocking of the death anim. Am I allowed to put blood in?
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thespaceinvader
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Re: Ruffian Animations.

Post by thespaceinvader »

No, mainly because he's quite liable to die by a weapon that doesn't cause bleeding ;)
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artisticdude
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Re: Ruffian Animations.

Post by artisticdude »

Well, it might be possible to use a filter -to have the blood show only when he dies after being hit with an attack that would cause him to bleed-, but that would be messed up if you used a special attack not included in mainline. Plus, and I believe this has been said somewhere else as well, it's gonna be rather gory if you see blood at the Wesnoth sprite scale.

As for the animation, I really love the idea. The one thing that throws me is his feet seem to be stuck to the ground. Perhaps he could raise them into the air a bit when he falls over?
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Redeth
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Re: Ruffian Animations.

Post by Redeth »

His knees should touch the ground below the line of his feet, considering perspective.
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