Animations by deathlance
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Animations by deathlance
Some my animations.
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Re: Animations by deathlance
Animation of pillager die look and maybe you will like it:).
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- Girgistian
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Re: Animations by deathlance
It shouldn't probably collapse that way. It just goes down and it looks like the wolf's legs just disappear or get squished under it. The torch and the net are too static when they fall, they just move down and suddenly stop moving. If you made the torch bounce a bit when it falls and have the net look more like it's actually a net and not somesort of a rock, they would look much better and livelier. The wolf could more likely fall to the side or something else (and the goblin should react to it more than that), the way it just slowly goes down doesn't really look natural. The start is good though, with the tail whipping around, although you could make it a bit less stiff. Instead of just moving the original picture around try drawing the movement yourself.
Still, good if you're willing to work for the game.
Still, good if you're willing to work for the game.
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Re: Animations by deathlance
Ok i will try make it better:).Girgistian wrote:It shouldn't probably collapse that way. It just goes down and it looks like the wolf's legs just disappear or get squished under it. The torch and the net are too static when they fall, they just move down and suddenly stop moving. If you made the torch bounce a bit when it falls and have the net look more like it's actually a net and not somesort of a rock, they would look much better and livelier. The wolf could more likely fall to the side or something else (and the goblin should react to it more than that), the way it just slowly goes down doesn't really look natural. The start is good though, with the tail whipping around, although you could make it a bit less stiff. Instead of just moving the original picture around try drawing the movement yourself.
Still, good if you're willing to work for the game.
- thespaceinvader
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Re: Animations by deathlance
Welcome to the forum =) it's great to see people offering to help out.
You should take a look at this page, particularly the section about redrawing turned surfaces - just cutting parts and moving them around really isn't going to cut it, unfortunately.
That aside, i'd echo what Girgistan has to say, really. And i'd also add that in having the rider drop the net, you've filled under where it was in one blank colour, forgetting two important things: firstly, that the colour underneath is NOT blank, it's fur and has lots of colour variation. Secondly, and far more importantly, the goblin's leg is under the net, and would need drawing in if the net were to be dropped.
You should take a look at this page, particularly the section about redrawing turned surfaces - just cutting parts and moving them around really isn't going to cut it, unfortunately.
That aside, i'd echo what Girgistan has to say, really. And i'd also add that in having the rider drop the net, you've filled under where it was in one blank colour, forgetting two important things: firstly, that the colour underneath is NOT blank, it's fur and has lots of colour variation. Secondly, and far more importantly, the goblin's leg is under the net, and would need drawing in if the net were to be dropped.
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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: Animations by deathlance

And you're unfortunately breaking some physical laws in doing this. When a large beast like this gets injured, it would almost always tip over sideways (hence the term "fall over") - what you've got is that he's .. deflating. The physical volume of the wolf's body is being made too small as he impacts. The problem here is that you're thinking about things on a pixel-by-pixel level. You're thinking "okay, he needs to fall down, so I better move all these pixels down, no exceptions". That's wrong, though, because it's oversimplified. Some pixels, believe it or not, might actually go up, and a lot of them will go sideways - but you can't just do this randomly - you can't just randomly shift some sideways and up, and hope it'll come out right. There has to be a rhyme and reason to it.
As he dies, the wolf's torso is going to roll one direction or another, and is going to reveal some surfaces (likely on his belly) that couldn't be seen beforehand, due to being obscured by the body in front of them. You have to plan the motion of the imaginary 3d body of the wolf, and figure out where the different surfaces are turning, You then have to move those surfaces into the right spot - some of them will rotate away from the camera, and not be visible anymore, some of them will become visible, that weren't visible before. Furthermore, you've actually got to plan real motions for the objects - you can't just have some fuzzy idea in your head like "he kinda goes ... down", but you need to have more complicated ideas, like "first, the wolf's right legs crumple, and the rider begins to tip to his right, losing his left foot's seating on the steed, and then becoming unseated entirely by about the time the wolf is falling towards a 45° angle. The rider then lands on his right side, on the ground, and his momentum rolls him onto his back; meanwhile, the wolf lands on the ground on it's right side. Meanwhile, the dropped torch and net have .. etc."
You actually need to plan all this crazy stuff - you can't just wing it (unless you're very, very good).
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