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09-28-2015, 03:06 PM
(This post was last modified: 09-28-2015, 03:22 PM by StevenB.)
Hm, interesting.
I -think- the issue could be that I don't do frame delay because I don't how to animate properly, but alteratvively I also might just have tried to overcompensate too much. Usually when I animate attacks animation I try to mainly emphatise the start-up and cooldown so that the motion feels more elastic.
These are other animations I did which I think shows that principle more, but either or it might be good for me to take a second look at how I approach these Ryu animations.
Thanks for the feedback Gors!
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You seem to be over-animating certain things which muddles up clarity of the motion. There's a misconception that an animation needs to have a lot of frames to be well animated, but in the case of game animation, more frames means more programming work and memory usage.
I notice that a lot of things pop and jitter in those bowser animations, and a lot of things are going on that mess with readability inside the sprites themselves. you could easily cut frames and still have a great result, but the bottom line is that good animation is about readability, not the number of frames it has.
Salvador Dali Wrote: Begin by learning to draw and paint like the old masters. After that, you can do as you like; everyone will respect you.
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(09-28-2015, 11:21 PM)Sketchasaurus Wrote: You seem to be over-animating certain things which muddles up clarity of the motion. There's a misconception that an animation needs to have a lot of frames to be well animated, but in the case of game animation, more frames means more programming work and memory usage.
I notice that a lot of things pop and jitter in those bowser animations, and a lot of things are going on that mess with readability inside the sprites themselves. you could easily cut frames and still have a great result, but the bottom line is that good animation is about readability, not the number of frames it has.
Alright, so for the next time I'll animate I'll try to keep the framerate more focussed on creating a good 'snap' whilst also paying more attention to keeping all the stuff more readable and stable. Thanks for the feedback, I appreciate it!
These are really solid. I love both Ryu AND Bowser. But like the others said, if you're going for quick animation, a bunch of frames might not be the nest way to do it... even if they look great. Motion blurs can be helpful for this, too.
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(09-29-2015, 08:26 AM)Ton Wrote: These are really solid. I love both Ryu AND Bowser. But like the others said, if you're going for quick animation, a bunch of frames might not be the nest way to do it... even if they look great. Motion blurs can be helpful for this, too.
I'm personally not really a fan of motion blur but maybe that's part of the issue
The Bowser animations were for a project wherein I had to make frama data match up with that of Smash' (not 1:1 though) so I didn't really go for quick stuff. I'll leave it at that before it looks like I'm making up excuses haha
Now that I have time to animate stuff for myself again I definetly want to take in the feedback and see if I can approach animation in a different, better way with quicker frames and more dynamic, yet stable, positioning.
If you check the Mario and Luigi games, they do motion blur a bit better than most. Any characters in particular you want to work on?
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(09-29-2015, 10:53 AM)Ton Wrote: If you check the Mario and Luigi games, they do motion blur a bit better than most. Any characters in particular you want to work on?
Mario&Luigi would be one of the better examples, alongside my personal favourite Guilty Gear Xrd (although in some cases I think Xrd overdoes the blur).
I have dabbled with fighting game-esque sprites before and I really like doing them. I previously tried to do a character for a MUGEN but lost interest
(like, really quickly)
So I was thinking of picking that up again.But then of this guy:
Most of my recent work has been commission work though as I'm trying to expand on that to help me out with the costs of studying.
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I had already posted most of these sometime ago, but now I've added the last class, the Sharpshooter. I still want to play around a bit with the bow as it feels very stiff as is, so I think I'll pull back both arms to make it look as if there is more tension to it
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Street Fighter's Cody Travers.
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10-08-2015, 10:07 AM
(This post was last modified: 10-09-2015, 04:46 PM by StevenB.)
The best Jojo
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Plague Knight, the cutest bird dork
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10-09-2015, 04:34 PM
(This post was last modified: 10-09-2015, 04:45 PM by StevenB.)
Vampire month
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Tried out CvS style
Loving that Simon.
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(10-16-2015, 08:13 AM)Ton Wrote: Loving that Simon.
Haha thank you! I'm very satisfied with how it came out as well, especially since I'm still new too CvS style
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