Wolf rider movement animation

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JW
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Post by JW »

entropomorphic wrote: They did, however, create animations for 8 directions compared to Wesnoth's 6.
I believe WC only required 5 anims and us only 4: up, down, up+side, down+side, (side for WC).
Destructicus
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Post by Destructicus »

What about making the Goblin lag behind the wolf in terms of vertical displacement. When the wolf is going up (during a bound) the goblin would be compressed sort of. When the wolf was at his apex, the goblin would be 1 frame behind his maximum height. When the wolf is on his way back down the goblin would be in a small sort of free-fall trying to 'catch up' to the wolf. I think this would make the galloping motion a little more realistic looking.
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Post by turin »

Well, three weeks have gone by... I would hate for this to die. What should I do to the animation to improve it?
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turin
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Post by turin »

On that note, here is a cleanup of the animation. I fixed the head changing strangely, and (hopefully) smoothed out the tail a bit.

(Note that it will play faster in game. Probably double-speed. This is just for reference.)
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new0wolf-rider-running-new.gif
new0wolf-rider-running-new.gif (5.73 KiB) Viewed 3581 times
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JW
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Post by JW »

I don't see anything that could be criticized with that work Turin. Very nicely done. The hard work payed off. :)
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Post by toms »

It´s good work, but it will cause much more hard work to make moving animations for all units in three or more directions. Yes some units need no animations (like ghosts), but it still is
a giant task.
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Post by Boucman »

it can go at whatever speed you want in game...

unit movement speed and unit animation speed are not correlated anymore
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Post by Redeth »

toms wrote:It´s good work, but it will cause much more hard work to make moving animations for all units in three or more directions. Yes some units need no animations (like ghosts), but it still is
a giant task.
I've seen Eleazar's elvish fighter moving animation in game and I think it's worth the trouble. It makes a huge difference, bringing a lot of 'life' to the elf.

The other chars look like little chess pieces being moved by an invisible hand around a board, instead of units following your command and having to walk through actual terrain.
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turin
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Post by turin »

Boucman wrote:it can go at whatever speed you want in game...

unit movement speed and unit animation speed are not correlated anymore
OK, then, let's add it in at 100 MS/frame... do I have permission to add it now? If so, I'll commit it this afternoon.
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Noyga
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Post by Noyga »

One suggestion you could do that would probably improve the animation would be to change a little the inclinaison of the head of the wolf during the movement : he would look a little more at the ground while he's falling down and a little more the sky at the begining of the jump.

Also, here it looks nice, but we only see the movement of the body, the translation is missing. Perhaps it will not look so nice because the feets are going too fast or too slow, so it may require some work to adjust the frame timings. Btw since he's a little jumping, you will probably not have this problem. (but you have probably already tested this)
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Post by Dave »

turin wrote:
Boucman wrote:it can go at whatever speed you want in game...

unit movement speed and unit animation speed are not correlated anymore
OK, then, let's add it in at 100 MS/frame... do I have permission to add it now? If so, I'll commit it this afternoon.
Sure...it looks great...go for it.
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Post by turin »

Will go for it tonight or monday. :D
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Post by Lu Mong »

Turin: That is great animation! I can't wait to see it in game! :)
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Post by turin »

The images are in, and I'm trying to get the timing right now. When I do, I'll commit the updated CFG.
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Post by toms »

I´m not sure if it slows the game, but if it does, ther may should be an option to toggle all moving animations off?
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