07-21-2009, 02:12 PM
hmmm, again, animation issues.
Animations like this are hard to arrange in a way to make it look good; though it can be made with some techniques. Good animation programs have a onion skin feature (which makes the frames transparent, helping you figuring out where the next frame should be positioned). If it can show animation previews, it'll help you, though not as much as the onion skin. If you don't have an animation program that does that for you, you can always deduce it.
First of all, find a maximum size of your animation. Check the animation's frames and see which frame has got the bigger height and which frame has got the bigger width. After finding those values, compare both numbers and see which is bigger (Example: if the maximum width is 20 and the maximum height is 13, choose the width). Use the bigger value to draw a square. This will be the animation's boundaries. Sometimes it won't work, but this is a rough estimative. Increase its value when needed.
After creating the box, start placing the sprites with a fixed point in mind. For example, when making an idling animation, try placing the character's feet in the same place.
Though it's not THAT accurate compared to the onion skin/preview method, it helps you considerably.
Animations like this are hard to arrange in a way to make it look good; though it can be made with some techniques. Good animation programs have a onion skin feature (which makes the frames transparent, helping you figuring out where the next frame should be positioned). If it can show animation previews, it'll help you, though not as much as the onion skin. If you don't have an animation program that does that for you, you can always deduce it.
First of all, find a maximum size of your animation. Check the animation's frames and see which frame has got the bigger height and which frame has got the bigger width. After finding those values, compare both numbers and see which is bigger (Example: if the maximum width is 20 and the maximum height is 13, choose the width). Use the bigger value to draw a square. This will be the animation's boundaries. Sometimes it won't work, but this is a rough estimative. Increase its value when needed.
After creating the box, start placing the sprites with a fixed point in mind. For example, when making an idling animation, try placing the character's feet in the same place.
Though it's not THAT accurate compared to the onion skin/preview method, it helps you considerably.