07-15-2014, 07:20 PM
07-16-2014, 08:13 AM
That's what I was going for with the asynchronous legs. I think what I'm missing is the part where the back squishes in. Thank you!
07-16-2014, 04:59 PM
His feet don't look like they ever truly land on the ground, more so like his toes just sorta slide on it while he's flying above the ground.
07-17-2014, 09:20 AM
Alright, I think I've got the run looking decent now. I also completely redid the tail so it actually has some weight to it and doesn't look like a paper streamer behind him.
07-17-2014, 04:15 PM
Err...what kind of animal run cycle are you going for? At first, I figured it'd be a horse/pony-like animal but your cycle looks more like the dog reference.- and I just did a cat run cycle before I realized my mistake...
(Theres way too much hop in mine heh)
reference:
*...yeah taken from tigsource after I saw someone else do a quad run cycle for a cat...I wanted to try it out too.*
A few raw notes I took:
I didn't animate the tail on the first pass. That's something that relies on the rest of the body motion so it can't really be done until the main animation is done (or you're just good at planning things out)
There are a few things off in your keys. The upper body (chest, neck, shoulders and head) are too static. Although the chest doesn't move much in the dog reference (maybe it should, I didn't check any real dog references), his head still moves relative to it. The hips look nice, although in both the dog and cat reference, their hinds raise about as high as the head at some point. Their heads also follow through (drop) on ground contact. Also before landing,they extend/stretch forward outward reaching for the ground--they don't just rotate their forearms up , they reach. Your hind legs look fine. Although the legs could stay back there longer. In fact, there should be more frames with the legs at their extremes than inbetween due to change in momentum and thus requiring force to ease the change. These are important things you're missing. I think after you get that looking good, the rest will be good too.
The tail looks off too. It kinda looks like it goes limp after it reaches the highest point and then all of a sudden, life comes back into it. One way you can easily create drag and overlap (CG-wise heh) is to just offset parts of the tail time-wise with have you have.
(Theres way too much hop in mine heh)
reference:
*...yeah taken from tigsource after I saw someone else do a quad run cycle for a cat...I wanted to try it out too.*
A few raw notes I took:
- before jump, cat is very squished, hind side higher than head
- during the jump, cats on highest point -- entire body in air during jump. -- alot of stretch
- on drop, back side drags behind the chest
- head drops lower than chest on drop contact
I didn't animate the tail on the first pass. That's something that relies on the rest of the body motion so it can't really be done until the main animation is done (or you're just good at planning things out)
There are a few things off in your keys. The upper body (chest, neck, shoulders and head) are too static. Although the chest doesn't move much in the dog reference (maybe it should, I didn't check any real dog references), his head still moves relative to it. The hips look nice, although in both the dog and cat reference, their hinds raise about as high as the head at some point. Their heads also follow through (drop) on ground contact. Also before landing,they extend/stretch forward outward reaching for the ground--they don't just rotate their forearms up , they reach. Your hind legs look fine. Although the legs could stay back there longer. In fact, there should be more frames with the legs at their extremes than inbetween due to change in momentum and thus requiring force to ease the change. These are important things you're missing. I think after you get that looking good, the rest will be good too.
The tail looks off too. It kinda looks like it goes limp after it reaches the highest point and then all of a sudden, life comes back into it. One way you can easily create drag and overlap (CG-wise heh) is to just offset parts of the tail time-wise with have you have.
07-22-2014, 09:25 AM
Thanks for the sample, Shy! The cat photos will be especially helpful in tweening this time around. ^^
In the meantime, I decided to take everyone's advice and try some hue shifting. Above is the original, and below is the new hues. I'm still not too fond of the sunset look, and applying it to Midi's pants seems to make them look kind of metallic, but I'd like to know what you guys think of it.
In the meantime, I decided to take everyone's advice and try some hue shifting. Above is the original, and below is the new hues. I'm still not too fond of the sunset look, and applying it to Midi's pants seems to make them look kind of metallic, but I'd like to know what you guys think of it.
07-22-2014, 08:40 PM
I really only have one suggestion, and it's for the expressions in the mugshots. Would be great if the body was more dynamic with the expressions. I can see the ears getting involved, but for instance, when he has a smile of confidence, his arms could be folded or something. Or when he looks exasperated, he could be leaning forward, etc. Just to give more dynamism to him, instead of it looking stiff. Also, blinking.
08-04-2014, 09:45 AM
(07-22-2014, 08:40 PM)Koh Wrote: [ -> ]I really only have one suggestion, and it's for the expressions in the mugshots. Would be great if the body was more dynamic with the expressions. I can see the ears getting involved, but for instance, when he has a smile of confidence, his arms could be folded or something. Or when he looks exasperated, he could be leaning forward, etc. Just to give more dynamism to him, instead of it looking stiff. Also, blinking.
Thanks. I'll start drawing some new body poses.
I've had a pretty busy week, so I haven't had much time for spriting. I did this last night at the movies while waiting for our movie to start:
Progress on my Sonic NGP revamp. I fixed the curves I gave his spines, since last time they looked a bit clunky, and added a few more frames. WhenIf I ever finish the in-game poses, I plan to add some of his Advance/Battle poses.
08-05-2014, 08:12 PM
OK, so, I just got a new computer, and for some reason, the screen shows WAY more saturation than my previous one, so much so that it's actually making some of my sprites look posturized. I haven't found a setting to put the saturation back down to normal, and it's actually making my sprites look like they have less contrast than before. I'm running Windows 8.1 now. Does anyone have any tips?
[EDIT]
I found a color calibration option, and I think it's about what I had before now. At least my sprites don't look like they're glowing anymore.
[EDIT]
I found a color calibration option, and I think it's about what I had before now. At least my sprites don't look like they're glowing anymore.
09-02-2014, 07:49 PM
Pretty cool...really like this one here!
Talent guy, keep up the good work
09-11-2014, 04:40 PM
Man, it's been a long time since I posted anything here. The reason for that is I've been busy working full time, coding, and trying out every Morrowind mod I can get my hands on. As a result, all I really have to show is this:
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The one on the left is new, compared to the one on the right. I took a cue from the TFR sprites and made the arms on the smaller sprites more lively.
I am also working on a running animation for my Mario sprites, but they're only about a third done.
Still gotta attach the hands to the body and add legs. This is just to see how the arms move in relation to the body.
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The one on the left is new, compared to the one on the right. I took a cue from the TFR sprites and made the arms on the smaller sprites more lively.
I am also working on a running animation for my Mario sprites, but they're only about a third done.
Still gotta attach the hands to the body and add legs. This is just to see how the arms move in relation to the body.
09-12-2014, 05:11 PM
Finally got around to finishing Mario's running cycle:
And while I'm doing my little Sonic revamp, I decided I should add some custom poses as well, so here's Sonic's Battle pose:
As for the matter of Shacklebolt, I'm thinking of keeping the dog running animation and just fixing the tail on it, and still making the cat version. The reason being that I have Midi's old running anim that I plan to repurpose as a slow run, and the current forward-leaning anim will be used for fast running, and the same will be applied to Shacklebolt using the dog and cat running styles, respectively. Since I have to do two running styles for Sonic, and perhaps for Mario as well.
And while I'm doing my little Sonic revamp, I decided I should add some custom poses as well, so here's Sonic's Battle pose:
As for the matter of Shacklebolt, I'm thinking of keeping the dog running animation and just fixing the tail on it, and still making the cat version. The reason being that I have Midi's old running anim that I plan to repurpose as a slow run, and the current forward-leaning anim will be used for fast running, and the same will be applied to Shacklebolt using the dog and cat running styles, respectively. Since I have to do two running styles for Sonic, and perhaps for Mario as well.
09-14-2014, 01:00 PM
New attack animation and ground melee combo!
First, the new one is a top-style attack made to compensate for how difficult it can be to use a grenade-style attack in close quarters. I'm debating on whether to make the top detonate on contact with a wall, or bounce off and detonate after a couple seconds.
For the melee combo, after a 1-2 punch, he flips upside down and begins spinning on his head. As you increase your melee skill, Midi can spin longer. While spinning, he scoots forward to compensate for knockback.
And here's the current full sheet for the platform sprites. I'm going to add one more row for an aerial melee attack, once I've decided what it will look like.
First, the new one is a top-style attack made to compensate for how difficult it can be to use a grenade-style attack in close quarters. I'm debating on whether to make the top detonate on contact with a wall, or bounce off and detonate after a couple seconds.
For the melee combo, after a 1-2 punch, he flips upside down and begins spinning on his head. As you increase your melee skill, Midi can spin longer. While spinning, he scoots forward to compensate for knockback.
And here's the current full sheet for the platform sprites. I'm going to add one more row for an aerial melee attack, once I've decided what it will look like.
09-14-2014, 07:14 PM
Good to see your character has the ability to turn into google chrome.
09-15-2014, 06:44 AM
(09-14-2014, 07:14 PM)AshuraAlchemist Wrote: [ -> ]Good to see your character has the ability to turn into google chrome.Can't unsee!
What is that that he's throwing in that GIF? An acorn bomb? It kinda looks like a cupcake. Maybe if the outline was more defined, it'd be easier to see.