New animations
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could you slow down the animation, it's a bit fast to really see what's going on...
moreover, I think his fall is a bit "simple" try to make him fold his knees as he fall, and strech his arms forward a little (even if he falls on his face eventually... this is a reflex action)
moreover, I think his fall is a bit "simple" try to make him fold his knees as he fall, and strech his arms forward a little (even if he falls on his face eventually... this is a reflex action)
Fight key loggers: write some perl using vim
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When an element falls on the ground, it stays put! If you look at your animation, in frame five, the sword lands on the ground. Cool.
NOW MOVE FRAME SIX SO THAT THE SWORD IS IN THE EXACT SAME POSITION.
Currently, in frame 6, the sword, and everything else, jerks 6 pixels up, and about 6 or 7 pixels to the left. I'm guessing that the reason you did this, was to allow room for the helmet to fall, on the right side. THIS IS BAD AND WRONG AND SHOULD NEVER BE DONE.
The HELMET is what has to give, here - under absolutely no circumstances - never, ever, EVER should you shift the core of the image to allow for more room in the animation.
The solution, here, is to not have the helmet fly so far when it falls off his head.
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Pain
Ugh. Sorry for not posting in nearly a month. I was injured at work (my back) just after the end of my exams (passed all Yay!) and have been bed ridden. I still have nearly a month to go in recovery but at least I can sit up and walk now. What sucks is I have now missed most of my holidays (bummer).
As for the wings in my animation I have had a horrible realization. I used that 3 frame bad crosshatch thing the other guy posted as my starting point. A gif. The reason I have no transperancy is there was none to begin with...
this is also why there are holes in her body.
I see that 1.2 is comming up soon. I'll try and salvage her body while using the wings from the ORIGINAL .png files and see what I can do.
Anywho, gotta do my stretches now or the doc'll be upset.
EDIT: Finished stripping the wings from the body and saved each of the resulting frames as .png. Noticed a few inconcistencies while I was doing it (and that mess on the last 3 frames) so fixed them.
EDIT 2: Had a look at the shyde healing animation for idea on the shape of wings.. hmm. Could be fun
better than bored!
EDIT 3: Grrr. FC5 doesn't have a .rpm for gimp-gap (animation plug-in) so had to install from source. Worth it though! No more need to keep them all saved as one file.
As for the wings in my animation I have had a horrible realization. I used that 3 frame bad crosshatch thing the other guy posted as my starting point. A gif. The reason I have no transperancy is there was none to begin with...

this is also why there are holes in her body.
I see that 1.2 is comming up soon. I'll try and salvage her body while using the wings from the ORIGINAL .png files and see what I can do.
Anywho, gotta do my stretches now or the doc'll be upset.
EDIT: Finished stripping the wings from the body and saved each of the resulting frames as .png. Noticed a few inconcistencies while I was doing it (and that mess on the last 3 frames) so fixed them.
EDIT 2: Had a look at the shyde healing animation for idea on the shape of wings.. hmm. Could be fun

EDIT 3: Grrr. FC5 doesn't have a .rpm for gimp-gap (animation plug-in) so had to install from source. Worth it though! No more need to keep them all saved as one file.
- Attachments
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Shyde_die_henkutsu_bodyfinal.tar.gz
- I don't think the body needs any more work. Just need the wings right.
- (61.22 KiB) Downloaded 172 times
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- View of the final body minus wings.
- shyde_die_henkutsu_bodyfinal.gif (13.71 KiB) Viewed 3700 times
lachlanTheMad wrote:I have a premonition of imminent pain..
helmet?
about flametrooper's swordman:
IMHO, the helmet's falling too far away from the body, and too slowly to the ground. I mean if there won't be more frames, then you should tilt it like one pixel down and one or two pixels left at the last frame.
Plus, I'd find it funnier with the main part just falling down. It's the way it goes in cartoons: it crumbles with every part getting away from the body, which only then falls down verticaly.
edit:
Oops. I just realized the corpse was realy falling backward. At first, I thought it was crumbling like an empty armor. Sorry. I should wait form having seen every animation. What I was describing might be some skeleton's animation...
IMHO, the helmet's falling too far away from the body, and too slowly to the ground. I mean if there won't be more frames, then you should tilt it like one pixel down and one or two pixels left at the last frame.
Plus, I'd find it funnier with the main part just falling down. It's the way it goes in cartoons: it crumbles with every part getting away from the body, which only then falls down verticaly.
edit:
Oops. I just realized the corpse was realy falling backward. At first, I thought it was crumbling like an empty armor. Sorry. I should wait form having seen every animation. What I was describing might be some skeleton's animation...
TATMF --- with an A as in Art
I've finally gotten all the proper engine support I've needed to finish the fire breath animations I started about three months ago, and I've now wired and committed them for all drakes. Thanks to boucman's new animation syntax (and several fixes to make it actually work
) I managed this with just 20 projectile frames and about a tenth of the WML it originally was (70 lines vs 700).
It would be nice if someone made a "blast" to go with these (and other fire attacks as well): a small explosion of flames of some kind on top of the enemy if the attack hits. If you want to help with that, please make it as a separate set of images, don't try to integrate it into the existing frames. Also, I guess these base flames I made could be improved on a lot, too, and it might even be reasonably easy with some effects.

It would be nice if someone made a "blast" to go with these (and other fire attacks as well): a small explosion of flames of some kind on top of the enemy if the attack hits. If you want to help with that, please make it as a separate set of images, don't try to integrate it into the existing frames. Also, I guess these base flames I made could be improved on a lot, too, and it might even be reasonably easy with some effects.
New melee attack animations for both Delfador and Li'sar (as battle princess). I actually committed these days ago already, but it doesn't hurt to announce them here, too.
And it helped me notice that there's actually a hole in Delfador's last frame...and that Li'sar's sword is a bit funny in a few frames. Gotta fix those.

- Attachments
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- battleprincess-melee.png (36.87 KiB) Viewed 3461 times
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- eldermage-melee.png (36.6 KiB) Viewed 3465 times
zookeeper wrote:New melee attack animations for both Delfador and Li'sar (as battle princess). I actually committed these days ago already, but it doesn't hurt to announce them here, too.And it helped me notice that there's actually a hole in Delfador's last frame...and that Li'sar's sword is a bit funny in a few frames. Gotta fix those.
