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First time spriting a walk cycle, help appreciated
#1
Mm, yeah, as the title says, I'm working on a walk cycle for a game and due to my relative inexperience in that area, I could use some crits.

[Image: walk2copy.png]
[Image: walk.gif]
WIP, obviously. I don't want to finalize the shading until the animation is sound.

My concerns:
Some of the frames look kind of stupid (here's looking at you frame 3) but seem to flow okay in the animation. Is this bad?
Should his torso move? What's the best way to go about that?
It's supposed to be isometric, but somewhere along the line it sort of stopped looking isometric. 8/

C+C?
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#2
While the frames themselves look slightly wonky, it seems to work fine in the animation, so I wouldn't worry about it too much. The torso should move in relation to its arms, I guess. If, say, the right arm goes back, the torso turns to where the right is somewhat falling back. Then again, It would depend on the type of character concerning posture and attitude, and I don't really know what you're going for. I'm having trouble explaining it, but finding walk cycle animations of characters similar in attitude to yours should help.
[Image: OH4K4jX.gif] [Image: R7WBBzo.gif] [Image: TsJpssj.gif]
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#3
(11-09-2011, 11:37 AM)ClawedNyasu Wrote: Mm, yeah, as the title says, I'm working on a walk cycle for a game and due to my relative inexperience in that area, I could use some crits.

[Image: walk2copy.png]
[Image: walk.gif]
WIP, obviously. I don't want to finalize the shading until the animation is sound.

My concerns:
Some of the frames look kind of stupid (here's looking at you frame 3) but seem to flow okay in the animation. Is this bad?
Should his torso move? What's the best way to go about that?
It's supposed to be isometric, but somewhere along the line it sort of stopped looking isometric. 8/

C+C?
I'm sorry if this comes off as completely random, but do you go to Dakota State University? That looks so much like the main character for a game a team of seniors are working on Smile
If you were looking for walk cycle help on a platformer type I could help, but I've no experience with isometric sprites. For the most part though, the animation seems pretty smooth, even if a frame by itself looks odd.
[Image: b6Bqjzn.gif]
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#4
Mah progress~

[Image: walk2copy.png]

[Image: walk-1.gif]

(11-09-2011, 03:28 PM)Baegal Wrote: While the frames themselves look slightly wonky, it seems to work fine in the animation, so I wouldn't worry about it too much. The torso should move in relation to its arms, I guess. If, say, the right arm goes back, the torso turns to where the right is somewhat falling back. Then again, It would depend on the type of character concerning posture and attitude, and I don't really know what you're going for. I'm having trouble explaining it, but finding walk cycle animations of characters similar in attitude to yours should help.
Yeah, I understand what you mean. I had actually just got done tweaking a lot of stuff concerning the posture and attitude (basically, in the beginning his animation way too bouncy and the arms swung too far. Felt more like a character on his way to work than an arsonist freedom fighter burning down the city of corruption. Tongue) Anywho, I've tried my hand at making the jacket twist slightly when the hand is furthest back.
(11-13-2011, 06:29 PM)Argyle Bastard Wrote: I'm sorry if this comes off as completely random, but do you go to Dakota State University? That looks so much like the main character for a game a team of seniors are working on Smile
Haha, wow. Yeah, I do. That's...pretty hilarious. Tongue

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#5
(11-16-2011, 12:38 PM)ClawedNyasu Wrote: Mah progress~

[Image: walk2copy.png]

[Image: walk-1.gif]

(11-09-2011, 03:28 PM)Baegal Wrote: While the frames themselves look slightly wonky, it seems to work fine in the animation, so I wouldn't worry about it too much. The torso should move in relation to its arms, I guess. If, say, the right arm goes back, the torso turns to where the right is somewhat falling back. Then again, It would depend on the type of character concerning posture and attitude, and I don't really know what you're going for. I'm having trouble explaining it, but finding walk cycle animations of characters similar in attitude to yours should help.
Yeah, I understand what you mean. I had actually just got done tweaking a lot of stuff concerning the posture and attitude (basically, in the beginning his animation way too bouncy and the arms swung too far. Felt more like a character on his way to work than an arsonist freedom fighter burning down the city of corruption. Tongue) Anywho, I've tried my hand at making the jacket twist slightly when the hand is furthest back.
(11-13-2011, 06:29 PM)Argyle Bastard Wrote: I'm sorry if this comes off as completely random, but do you go to Dakota State University? That looks so much like the main character for a game a team of seniors are working on Smile
Haha, wow. Yeah, I do. That's...pretty hilarious. Tongue

Haha, schweet, it's nice to see another local on here. It's looking good! Cool
EDIT: I noticed during your presentation that the walk cycle in the powerpoint had a weird jig to it at the end of every cycle. but the one on here is very fluid.
[Image: b6Bqjzn.gif]
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#6
(11-16-2011, 12:55 PM)Argyle Bastard Wrote: Haha, schweet, it's nice to see another local on here. It's looking good! Cool
EDIT: I noticed during your presentation that the walk cycle in the powerpoint had a weird jig to it at the end of every cycle. but the one on here is very fluid.
Augh, yeah. I had been toying with making sure it flowed from the stand frame into the walk cycle (to make sure they lined up properly and were oriented correctly for the coders to work with), but had forgotten to delete that frame when saving the .gif. Many headdesks were to be had. x.X
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