Back again. Now let's continue where we've left off... Taking the criticism from last time, most being centered around the right hand. I've changed a few things. Hoping I've gotten it right this time.
Old one for comparison:
A walk cycle! The thing on the far right of the sprite sheet is a pack attached to the back of her belt which got obscured by her arm.
Regarding your girl sprite, what would you say about the idea of adding some more frames to make the animation smoother?
Looks good! My only suggestion is to perhaps add a bit more strain as she pulls herself forward? That axe appears to be quite heavy and I feel as though she's moving a bit too fast
Like, she looks to be exerting effort but not enough?? I'm sure someone here can explain it better than me
I guess what I'm trying to say is to make the axe look even "heavier" per se by slowing the animation as she starts pulling the axe forward, perhaps have her shoulder jerk a little bit as it stops as well
(08-10-2014, 04:41 PM)Thor Wrote: [ -> ]Looks good! My only suggestion is to perhaps add a bit more strain as she pulls herself forward? That axe appears to be quite heavy and I feel as though she's moving a bit too fast
Like, she looks to be exerting effort but not enough?? I'm sure someone here can explain it better than me
I guess what I'm trying to say is to make the axe look even "heavier" per se by slowing the animation as she starts pulling the axe forward, perhaps have her shoulder jerk a little bit as it stops as well
This any better?
Two frames were added. Thanks very much for your help, by the way.
(08-10-2014, 11:58 PM)TheWario10 Wrote: [ -> ]This any better?
Two frames were added. Thanks very much for your help, by the way.
Yes, it does look better. Good job~
Presea can move a little faster in battle despite holding a very heavy weapon. Unless this is an out-of-battle animation? She did move in a similar way during her introduction in Tales of Symphonia.
(08-15-2014, 01:43 PM)Ngamer01 Wrote: [ -> ]Presea can move a little faster in battle despite holding a very heavy weapon. Unless this is an out-of-battle animation? She did move in a similar way during her introduction in Tales of Symphonia.
It's a walk cycle. In Tales of Symphonia, characters only had run animations in battle. I'll surely make her move faster when I do get to a run animation.
I wanted to add strain to the sprite mostly for animation practice. I kept in mind the characters strength, so I was careful of having too much.
The only thing I'd recommend is tweaking the hair in front of the ear (as in the dangling part) to move more fluidly when it's jerked forward. You're treating it now like it's stuck in that sort of crescent shape, but on the returning part (after jerking forward), it would probably collapse differently (as in there would be less rotation and more of the shape changing).
First frame is normal, second would be like a drawback, third being the pull (of the axe), and four is another adjusting one
Really loving the life in the animation!
A visual reference is always helpful. Thanks for that!
How is this now?
Much better! It really also helps emphasize the struggle to move the axe.
Awesome work--keep it up o/
the only thing that really bugs me is how the top of the head stretches when she steps forward, and that the front half of the face shifts backwards when stepping back, while the back part of the head stays still.