REQUEST - Death animations for the mages

Contribute art for mainline Wesnoth.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

5th....
Attachments
red_magefemale_100die5.png
red_magefemale_100die5.png (5.78 KiB) Viewed 3582 times
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

6th....
Attachments
red_magefemale_100die6.png
red_magefemale_100die6.png (5.72 KiB) Viewed 3582 times
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

7th...
I'll finish this up this week.
They still need a bit of clean up, I know...
But let me know if I'm on the right track with this.
I have a feeling doing the frames where she falls forward are going to put the F U in fun.
(grin)
Attachments
red_magefemale_100die7.png
red_magefemale_100die7.png (5.64 KiB) Viewed 3580 times
Darth Fool
Retired Developer
Posts: 2633
Joined: March 22nd, 2004, 11:22 pm
Location: An Earl's Roadstead

Post by Darth Fool »

I would just like to point out that you can add 3 images per post instead of 1 post per image.
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

Yeah, EEluminatus already PM'd me with that info....
I'll be sure to do that next time, sorry 'bout that.

Rev. V!
User avatar
Redeth
Art Contributor
Posts: 338
Joined: January 21st, 2006, 5:08 pm
Location: Buenos Aires, Argentina

Post by Redeth »

Rev. V! wrote:What I have so far for the female Red Mage....
"Real life" intruded, so I didn't get as much done as I had hoped.
Anyway, let me know what y'all think.
My computer skills are kinda "very suck", so if one of the admins or anyone else wants to put all of these in one animation, go ahead....
Anyway...
Looking good, pretty smooth. You could accelerate a little the falling of the staff, and you may want to take care of the shadow of her body and those random semi-transparent pixels floating around (they became more evident while creating the .gif animation, which cannot handle transparencies). Her right hand seems to get 'duplicated', too. Other than that, great work.
Attachments
Rev. V animation-preview.gif
Rev. V animation-preview.gif (8.25 KiB) Viewed 3536 times
- Rojo Capo Rey de Copas -
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

"You could accelerate a little the falling of the staff"
Hmmm, yes, I see what you mean.

"you may want to take care of the shadow of her body and those random semi-transparent pixels floating around (they became more evident while creating the .gif animation, which cannot handle transparencies)"

Yeah, I moved the staff head out of the way in an earlier frame so I could look at it while trying to duplicate it in a transitional stage )AAHHHHH &%*$#, yeah circles are....fun...) and that's left over from an incomplete erase effort on my part.
That aspect will be fixed tonight, as will the shadows
I need to remember to superimpose each individual frame on a terrain hex as I go along to make sure I get that totally taken care of.
A lot of that isn't visible on the grey/white transparancy background in PS.

Thanks, I hadn't seen it animated yet!

Rev. V!
Darth Fool
Retired Developer
Posts: 2633
Joined: March 22nd, 2004, 11:22 pm
Location: An Earl's Roadstead

Post by Darth Fool »

animated, it looks like she is sliding her legs back and falling straight down. What you want is her feet to remain roughly fixed in place and her to fall forward. This should be easy to fix by shifting forward/down a bit at each frame.
User avatar
Redeth
Art Contributor
Posts: 338
Joined: January 21st, 2006, 5:08 pm
Location: Buenos Aires, Argentina

Post by Redeth »

Rev. V! wrote:What I have so far for the female Red Mage....
"Real life" intruded, so I didn't get as much done as I had hoped.
Anyway, let me know what y'all think.
My computer skills are kinda "very suck", so if one of the admins or anyone else wants to put all of these in one animation, go ahead....
Anyway...
Looking good, pretty smooth. You could accelerate a little the falling of her staff, and you may want to take care of the body shadow and those random semi-transparent pixels floating around (I only spotted them while creating the .gif animation, which cannot handle transparencies). Other than that, great work.
Attachments
Rev. V animation-preview.gif
Rev. V animation-preview.gif (8.25 KiB) Viewed 3518 times
- Rojo Capo Rey de Copas -
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

8,9,10...
Attachments
red_magefemale_100die8.png
red_magefemale_100die8.png (4.9 KiB) Viewed 3422 times
red_magefemale_100die9.png
red_magefemale_100die9.png (4.99 KiB) Viewed 3420 times
red_magefemale_100die10.png
red_magefemale_100die10.png (4.88 KiB) Viewed 3420 times
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

11,12,13...
Attachments
red_magefemale_100die11.png
red_magefemale_100die11.png (4.77 KiB) Viewed 3410 times
red_magefemale_100die12.png
red_magefemale_100die12.png (4.66 KiB) Viewed 3418 times
red_magefemale_100die13.png
red_magefemale_100die13.png (4.65 KiB) Viewed 3418 times
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

14,15....
I think 2 or 3 more frames will finish this up, I want her arms to bounce up then down at the end....
But, is 18 frames going to be overkill?

anyway, please let me know what y'all think.

Oh, and I know there's some clean up to be done, once the whole sequence is finished I'll go back and do that.
I need to play with the shadows as well.

Thanks,

Rev. V!
Attachments
red_magefemale_100die14.png
red_magefemale_100die14.png (4.74 KiB) Viewed 3404 times
red_magefemale_100die15.png
red_magefemale_100die15.png (4.54 KiB) Viewed 3404 times
User avatar
JW
Posts: 5047
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

Rev. V! wrote:14,15....
I think 2 or 3 more frames will finish this up, I want her arms to bounce up then down at the end....
But, is 18 frames going to be overkill?
I think that if you want to do them there is no harm. :)

Perhaps you set a new standard for animating! (It's looking quite good!)
Rev. V!
Posts: 69
Joined: December 28th, 2006, 7:15 pm
Location: Tallahassee FL

Post by Rev. V! »

You know....looking at these things NOW, instead of while I'm doing them (Can't see the forest for the trees....) I'm gonna go back and twist the staff head so it looks more "flat" while laying on the ground.

I also have 2 questions for you guys, Jetryl mostly, as he's the head artist, but I'll listen to any feedback anyone has to offer-

1- I had the gem in the staff "burn out" as she dies and it falls.
I thought about having it also explode/shatter as it hits the ground.
Yea, nay?

2- I elongated her breasts by one pixel, right as she hits the ground for a bounce effect, but I don't think it's all that apparent since it's only in one frame (frame 6)....
Should I just nix that, or extend it for an extra frame or two?


Rev. V!
User avatar
Jetrel
Posts: 7242
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Post by Jetrel »

Rev. V! wrote:But, is 18 frames going to be overkill?
It's a large number, and most of the "bang for the buck" could probably be had with some 10 frames. However, it will look nice and smooth as a result, so ... why not?

If you make another animation after this, I'd try to work at doubling how much things move from frame to frame, purely because you can make animations much faster that way, and they'll look nearly as good.

There's a certain "sweet spot"; what it really has to do with is:
a] How fast should such a motion take place in the real world (how long of a duration does it take for someone to fall).
b] Fill in that duration with frames that play around 100-170ms.

I say "frames that play around X duration"; essentially, the above speed gives you near the cutoff point for percieving something as an animation, (as one continuous object moving, rather than a series of images of different objects) - it gives you that, plus correction for the effects of the size of in-game objects and how far parts of them are moving.
Rev. V! wrote:1- I had the gem in the staff "burn out" as she dies and it falls.
I thought about having it also explode/shatter as it hits the ground.
Yea, nay?
Sure, it's worth trying. It'll take a few frames, though.

As a big warning about the TC, don't use any shades of magenta that aren't already used in some in-game graphic; they're not correct for the system, and won't get shifted to the appropriate color. I can't tell if you have or haven't, but I wanted to warn you soon as I had the chance.
Rev. V! wrote:2- I elongated her breasts by one pixel, right as she hits the ground for a bounce effect, but I don't think it's all that apparent since it's only in one frame (frame 6)....
Should I just nix that, or extend it for an extra frame or two?
Try extending it for a frame or two.
Post Reply