New animations
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- beetlenaut
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Re: New animations
If you are going to have him come out of the hole, the hole should end up at his feet, so start your animation low in the hex. The concept is great.
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Re: New animations
hmmbeetlenaut wrote:If you are going to have him come out of the hole, the hole should end up at his feet, so start your animation low in the hex. The concept is great.
OTOH, the way it's currently done, the zombie hides the hole behind his body, which makes the hole disapearence less noticeable
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Re: New animations
This is really great!Major wrote:I've made a recruit anim for the zombie if that's useful.
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How do you imagine, that zombie appears from under the stone-made floor of the castle ?
Re: New animations
Boucman wrote:hmmbeetlenaut wrote:If you are going to have him come out of the hole, the hole should end up at his feet, so start your animation low in the hex. The concept is great.
OTOH, the way it's currently done, the zombie hides the hole behind his body, which makes the hole disapearence less noticeable
Jesus, man... that's just crazy.
The current animation just defies kinematics. Move the hole.
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Re: New animations
Unless you use ACME™ Portable Hole™.Jetrel wrote:The current animation just defies kinematics. Move the hole.
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Re: New animations
Could the zombie anim be used? (ie: should I fix it?)
I noticed that the spearman attack is only one really badly cut and slide frame, could I improve it?
A WIP Attack Anim:
I noticed that the spearman attack is only one really badly cut and slide frame, could I improve it?
A WIP Attack Anim:
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- Spearman Attack Anim.gif (4.02 KiB) Viewed 3986 times
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Re: New animations
Wow, that looks like a great motion to me, yeah. Very powerful and fluid.
Re: New animations
@Major: Yes, please do.
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Re: New animations
Because his turning the rest of his body, so naturally his head has to follow.
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Re: New animations
What? You know, there's something called a neck.
I can preform that same motion while keeping my head pointed in the same direction.
I can preform that same motion while keeping my head pointed in the same direction.
- thespaceinvader
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Re: New animations
Because it looks better. Keeping his head perfectly still would, as Jet would say, defy kinematics.
Major: I'd probably try to slow the movement of his feet down a touch though - they look a little jerky currently.
Major: I'd probably try to slow the movement of his feet down a touch though - they look a little jerky currently.
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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.
Re: New animations
Dunno if this is of any use, but I mocked up the fighter's slash from a few pages back. Maybe if it is tided it could be used as a base for the real one, but maybe you guys prefer to work from clean blocking or made the final thing already.
(see slightly better version below)
It only plays a few times, might have to refresh page. Basically I just did it cos I was bored, but maybe it would help somewhat.
EDIT: Bored again. Tided it up a little.
(see slightly better version below)
It only plays a few times, might have to refresh page. Basically I just did it cos I was bored, but maybe it would help somewhat.
EDIT: Bored again. Tided it up a little.
Re: New animations
Having his head move as if it were rigidly attached to the body also seems to defy kinematics. When I try that motion myself, my head tips up slightly, and rotates a tiny amount--far from the full 90 degree rotation shown in the blocking. It's true that sprites need to exaggerate their motion, but this seems like far too much exaggeration. It looks to me as if he is getting distracted by something off to the side during the wind-up.thespaceinvader wrote: Keeping his head perfectly still would, as Jet would say, defy kinematics.
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