Standing and idle animations?
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- Peter the Great
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Re: Standing and idle animations?
I must say that it's quite well done for a first timer but what exactly is he doing with his arm? Testing the wind?
- thespaceinvader
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Re: Standing and idle animations?
It would be fine (given arms, of course) for an idle animation, to my eye - they don't have to be impressive, they;re just about adding life to the background of the game. NIce job.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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- Redeth
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Re: Standing and idle animations?
Hi there! That animation is pretty neat. Differentiating the timing of the head-turning / torso-turning (head beginning to turn first) could make it seem more natural, but it's not a big issue. Also don't forget to add proper changes in the shadow.Trilby wrote:Gladly welcome your thoughts on the work so far. Oh... and greetings.
Looking forward to see more, and welcome!
- Rojo Capo Rey de Copas -
- beetlenaut
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Re: Standing and idle animations?
That's his quiver. He doesn't have arms yet.Peter the Great wrote:...what exactly is he doing with his arm? Testing the wind?
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Re: Standing and idle animations?
yes this looks realyl nice and adds to the atmosphere of the game.
what about somebody tries to make an animation of a brutal unit which twists its neck where u can hear something crack?
btw, some inspiration can be found when u try Exhibition Theater in youtube.
here is just one character as example:
http://www.youtube.com/watch?v=P2_In5VjHtM
what about somebody tries to make an animation of a brutal unit which twists its neck where u can hear something crack?
btw, some inspiration can be found when u try Exhibition Theater in youtube.
here is just one character as example:
http://www.youtube.com/watch?v=P2_In5VjHtM
- scienceguy8
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Re: Standing and idle animations?
The problem is that every unit that said neck-snapping unit could go up against in a scenario would have to have a neck-snapping animation for it to make sense.Rigor wrote:what about somebody tries to make an animation of a brutal unit which twists its neck where u can hear something crack?
Now, what I have thought about is a kind of finishing attack for certain units when they go up against other certain units. Imagine a Thug literally smashing a Skeleton Archer's skull to pieces as a final killing blow. Not only does it reward the player with a unique death animation, but because it is not integral to the unit in question it is not required to create special death animations for all units.
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scienceguy8
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Dr. Rodney McKay
Stargate Atlantis
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scienceguy8
Proud Member of the Marching Salukis
Re: Standing and idle animations?
Here is the the zombie with no movement in the legs.
Nothing is foolproof to a talented fool.
Re: Standing and idle animations?
The shirt movement makes it look like that's where he's pulling the head from.
Re: Standing and idle animations?
Yeah. It's a whole lot better than him pulling it out of his rear.
Nothing is foolproof to a talented fool.
- thespaceinvader
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Re: Standing and idle animations?
Not entirely what I meant - whilst the feet moving randomly looked weird, he does need for his upper body to move with relation to his feet - like i said, practice a similar movement with a bag of sugar or something, for similar weight, and you'll find that you do need to shift your weight from side to side...
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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: Standing and idle animations?
Major policy note: I think we're going to reuse a lot, possibly all, of these victory animations for idle animations as well. Almost all the time, they're usable as such, and it's crazy to expect us to have both. The reverse is true as well; only in the case of silly "easter-egg" type idle animations should we not use them as victory animations.
Post the PNGs, good sir.
I think if we do *just* one pixel of movement in the thighs+above, this'll be a winner.Major wrote:Here is the the zombie with no movement in the legs.
Redeth wrote:A spitting orc would be very appropiate, both for an idle or a victory animation. It doesn't have to be too 'graphical' or disgusting (we have a sneezing naga already, and Jet and I managed to do pull it off well I think).
And the "I'M KING KONG, BRING ME A BLONDE OR DIE!" move would also suit several units, of the more brutish branch of the family, naturally
Anyway, what do you think of this one?
Post the PNGs, good sir.
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- Redeth
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Re: Standing and idle animations?
Yes, in fact, in a couple of days while trying to come up with valid ideas for victory animations, I actually got more ideas for idle animations than in the past year.Jetrel wrote:Major policy note: I think we're going to reuse a lot, possibly all, of these victory animations for idle animations as well. Almost all the time, they're usable as such, and it's crazy to expect us to have both. The reverse is true as well; only in the case of silly "easter-egg" type idle animations should we not use them as victory animations.
There ya go, sequence included.Jetrel wrote:Post the PNGs, good sir.
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- Rojo Capo Rey de Copas -
Re: Standing and idle animations?
and commited...
(well, I commited the ones you PMed me, I assume these are the same, if they are not, drop me a line and i'll update)
(well, I commited the ones you PMed me, I assume these are the same, if they are not, drop me a line and i'll update)
Fight key loggers: write some perl using vim
- thespaceinvader
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Re: Standing and idle animations?
Major: when you're done with this one, and it's all committed, I've got some more idle animations I've been wanting to put in for a while, but have not had the time to make - I think they'd be excellent practice for you. Grab me on IRC or drop me a PM, and I'll explain them.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
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.