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02-10-2012, 08:40 PM
(This post was last modified: 02-10-2012, 10:12 PM by Bearded_Beast.)
(02-10-2012, 07:18 PM)Hoeloe Wrote: Two things very wrong with it. Firstly, his face drifts along his head because you don't move his ear properly, so it just looks like the gap between his ear and his eye grows, rather than his head turning, and secondly, just try running while keeping your head at exactly the same height. It's really hard to do, and if you can manage it, it#s very unnatural. Basically, more bobbing.
Step 2 > Step 1> Old >
WIP
02-10-2012, 08:50 PM
(This post was last modified: 02-10-2012, 08:50 PM by Proton.)
Still need that head and torso bobbing, Bearded.
It's like he's skating and running at the same time.
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(02-10-2012, 08:50 PM)Proton Wrote: Still need that head and torso bobbing, Bearded.
It's like he's skating and running at the same time.
I've used idleworm's references. Bookmarked no less.
On the point of head/torso 'bob' do you mean illustrate the illusion of weight in his torso? As in, the recoil of his footsteps?
02-10-2012, 09:30 PM
(This post was last modified: 02-10-2012, 09:30 PM by Proton.)
(02-10-2012, 09:10 PM)Bearded_Beast Wrote: (02-10-2012, 08:50 PM)Proton Wrote: Still need that head and torso bobbing, Bearded.
It's like he's skating and running at the same time.
I've used idleworm's references. Bookmarked no less.
On the point of head/torso 'bob' do you mean illustrate the illusion of weight in his torso? As in, the recoil of his footsteps?
So,
I don't get why you didn't add any any sort of weight/recoil/bob if you were familiar with how it works, with seeing such a general reference.
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02-10-2012, 10:11 PM
(This post was last modified: 02-10-2012, 10:52 PM by Bearded_Beast.)
(02-10-2012, 09:30 PM)Proton Wrote: I don't get why you didn't add any any sort of weight/recoil/bob if you were familiar with how it works, with seeing such a general reference.
Still working on it. (updated) (previous)
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I don't really know a lot about running animations but I feel like the shoulders should have more of a bounce. Maybe make the closer arm go up at a higher angle? He's just kind of jutting it forward.
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(02-10-2012, 10:26 PM)StarSock64 Wrote: I don't really know a lot about running animations but I feel like the shoulders should have more of a bounce. Maybe make the closer arm go up at a higher angle? He's just kind of jutting it forward.
how is this?
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Aaaaaaaaand a jump cycle...
I've tested most of the sprites in a game engine that's also a WIP they seem to flow well.
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That's an incredibly high jump.
Especially with no kind of buildup.
Either he's got the world's strongest legs to where he can launch himself 3 times the height of his body from a standstill, or you gotta add some buildup in! :p
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(02-12-2012, 03:49 PM)Vipershark Wrote: That's an incredibly high jump.
Especially with no kind of buildup.
Either he's got the world's strongest legs to where he can launch himself 3 times the height of his body from a standstill, or you gotta add some buildup in! :p
I don't include any buildup for a few reasons, though it goes against normal animation practices.
1) During most platformers (especially on the SNES) you do not have any build up to jumping. This is noticeable in Megaman X especially. Even in the castlevanias you don't see any build up, you see more of the recoil when landing.
2) In order to use this for a game, hesitation in jumping would be painfully irritating. Having to time jumps 2 seconds ahead of fast moving projectiles or erratic movements of enemies would result in flinging controllers.
3) I will include landing recoil for longer falls. However the maximum height of his jump isn't set in set in stone. I've hardly even gone into that yet. I'll work on that more if I get this into an actual game, to coincide with level design.
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(02-12-2012, 08:21 PM)Bearded_Beast Wrote: I don't include any buildup for a few reasons, though it goes against normal animation practices.
There is a solution that I find works quite well, and that's to include buildup only when standing still. That way, it doesn't look jarring when you jump from rest, but if you're already moving sideways, it allows you to keep the flow of the game.
Oooor you can make a one-frame buildup, which makes it fast and better than having none.
in fact, give a look at this site. I looked for 'street fighter 3 animations' after reading Jawnsunn's topic, might work wonders for this one too.
http://www.zweifuss.ca/index.htm
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(02-13-2012, 05:08 AM)Gors Wrote: Oooor you can make a one-frame buildup, which makes it fast and better than having none.
in fact, give a look at this site. I looked for 'street fighter 3 animations' after reading Jawnsunn's topic, might work wonders for this one too.
http://www.zweifuss.ca/index.htm
(02-13-2012, 03:00 AM)Hoeloe Wrote: is a solution that I find works quite well, and that's to include buildup only when standing still. That way, it doesn't look jarring when you jump from rest, but if you're already moving sideways, it allows you to keep the flow of the game.
Oh hell, I didn't even think of those. Good call Hoeloe, Gorsal. I'll study this and make some more tweaks. (though they will not be happening untill Wendsday)
After a precursory look at this. Now I want to redesign his strikes. Damnit
Seriously awesome reference though thanks again
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02-17-2012, 01:18 AM
(This post was last modified: 02-17-2012, 01:25 AM by Bearded_Beast.)
Hello again,
I felt that the character was a bit boring, lacking features that truely made him 'pop'. After discussing the character with a few friends, a few changes were suggested. I'm not sure I like the new one either. I think giving him a shirt and the head tattoos are a good change, just not the color of them. Binding his hands and feet seem to make sense as well as give him some more interesting details.
If the alot of people like the changes, I'll go back and edit the old ones to match. opinions?
I'd try a more grey like color or black for the shirt at least, the head tattoo's color is fine though.
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