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Tuna
  Wed Oct 19, 2011 4:21 am
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Perihelion wrote:
Looking slick, Des!

I'm spriting the main characters from my game. The three on the right are not party members.
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Very nice, Peri. Your characters have a really neat Chrono Trigger feel to them. Given the different poses, I imagine all of their walking animations are going to be pretty complex and unique.

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Perihelion
  Wed Oct 19, 2011 6:20 am
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The walking animations are going to be on a template, actually, with a few exceptions. I don't have the time to do unique animations for everything. Unique idle poses is as far as I'm going. But thanks!


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Perihelion
  Wed Oct 19, 2011 10:06 am
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I did some walk cycles!

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Cyborg girl's walk cycle is still a little iffy. I need to fix up the shading on the jumpsuit and make the arms floppier-looking in the front and back walk. I'll prolly animate the highlights on her eyes when she walks too. Man, I dunno why I uploaded it now that I see all these things wrong with it, but whatever, I cbf fixing it now.


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Mr_Smith
  Wed Oct 19, 2011 12:21 pm
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Yea, because it's so obvious ugly, I totally agree with you there. You should give up the art of making... art, and do other pointless stuff instead.

No honestly, I see what you mean about the arms and the shading, but it really is nice. A few edits and it will seriously be a good piece of art.

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glorious caesar
  Wed Oct 19, 2011 1:44 pm
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is this the four-frame walk? on the front-views it's obvious (and they look really good), but the sideviews don't have the right pendulum swing and might as well be rpgmaker three-frame walks. i know that i don't have to link you to references for a proper walk cycle, and you're too good to fall into that step-idle-step trap. it's obvious that you HAVE the right walk cycle, but it's not exaggerated enough to be noticeable.

the problem is that you need to pick the legs up more. i know it's hard with such a small sprite, but i think you could absolutely lift the feet off the ground by a couple of pixels for the passing frame.

and on the back view, work some more to put the highlight on the heel. remember that the foot is being dragged towards the camera, so focus on that aspect of the animation. the back-view animation is hard because you can't use knees and feet with as much definition as the front. look at what i did for my sandfall guys.

Image

(hmm i think there's something off with the head placement in that gif) now the legs are a lot more exaggerated than yours (my sprites are slightly bigger and i can afford to do that because i have 8 frames), but the thing I want to show off is the way the feet grow as they get closer to the camera. it helps with the illusion that the player is sliding them across the ground (or, more accurately, that the feet are slaying in place but the character's body is moving forward).

your front-view animation does this really nicely but the backview is jerky and looks 3-framed.


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Perihelion
  Wed Oct 19, 2011 6:50 pm
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Yeah, I'm pretty terrible at animation. I actually worked on this for a long time before it even got to this point. And yes I did study a lot of refs. I guess I didn't exaggerate enough for the size of the sprite.

This is the template:

Image

And here it is animated:

Image

The foot is in fact lifted, but I can see that it's hard to tell. I don't like really exaggerated walk cycles, though. I agree that the front view on these sprites is definitely the best one, but it looks too much like marching to me.

Ehh, I'll revisit it.


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glorious caesar
  Wed Oct 19, 2011 7:06 pm
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Warnings: 1
sideview: the knee bends too sharply—exaggeration is good but the knee is distracting from the actual movement, especially when there's no bending in the other frames at all. it seems like you're relying on the knee to carry that frame, but really it should be the foot. position the feet in the right pendulum spots and position the knee after. that said, the naked animation looks MUCH BETTER than on the characters with the clothes.

backview: drag the foot more. i'd rather have more frames dark as she pulls it back rather than the two frames back (one where it's there and one where it highlights). the kick-up frame is nice, but in a four-frame cycle you don't have that luxury and you want to emphasize the motion of the entire leg as a form.

the front view looks nice.

i mean overall it's better than 99% of the shit that people post anyway (here and in other places) but i'm trying to help you push it to the next level. it's really hard with four-frames (i would love to see you try and experiment with 8-frames) and the key is to really think about the keyframes that show the most movement without looking too jerky.


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Dr. Funk
  Mon Oct 24, 2011 3:37 am
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I suck at animation


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Holder
  Thu Oct 27, 2011 1:18 am
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New vs. Old


Realised after looking at this the next day that it lacked that certain 'contrast', hopefully though I improved it and not made it look shite.

Peri - Love the walking side animation, the lifted leg isn't something you normally see but it really works. I personally think it adds key movement into the overall animation, rather than looking like a swaying pendulum.
If you had a static graphic I'd say create the similar one for the first frame in the walking sheet.

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glorious caesar
  Thu Oct 27, 2011 3:03 am
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Warnings: 1
MUCH better holder.


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Holder
  Thu Oct 27, 2011 10:05 am
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:biggrin: That's really made me chuffed thanks. I'm gonna faff and take down the middle left branch a bit to sort of even it out with the right side.

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Perihelion
  Thu Oct 27, 2011 1:53 pm
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Looking good, Holder! My only complaint is that there's some banding that makes it look less sharp, but it's not too visible at 1x.


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Holder
  Sat Oct 29, 2011 9:03 pm
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Makin' like a tree.

I tend to get carried away if I start dithering everything, so I've been trying to keep it minimal. Glad it's not a massive banding issue, I can live with that :smile:

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zchin
  Sun Oct 30, 2011 1:53 am
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I really like the tree, and especially the definition of the leaves, cause whenever I draw, or pixel a tree, it looks like a cloud or cotton candy...


Well heres my attempt at a Slime on a machine, wearing a cloak and a hat... I'm neither good at the cloth and especially not good at mechanics... And I need a lot of help with this... The main things I can see are that I need more contrast, but I can't decide on how to do it...

Tyahand


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Echo Magnum
  Thu Nov 10, 2011 5:26 pm
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Dr. Funk wrote:

I suck at animation


at least I'm not alone -_-

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Echo Magnum
  Thu Nov 10, 2011 5:34 pm
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zchin wrote:
I really like the tree, and especially the definition of the leaves, cause whenever I draw, or pixel a tree, it looks like a cloud or cotton candy...


Well heres my attempt at a Slime on a machine, wearing a cloak and a hat... I'm neither good at the cloth and especially not good at mechanics... And I need a lot of help with this... The main things I can see are that I need more contrast, but I can't decide on how to do it...

Tyahand


Try adding colors that are more closer to hot colors ( reds and yellows ) and cold colors ( blues and grey ) into your pallet, like instead of using one color and then making adjustments to its brightness add in a little more blue for the darker shades and a little yellow or red for the brighter shades. You also have a lot have way too many shades their for a small sprite, if it was a large sprite you could use your pallet well but on small sprites you don't really get to notice all those shades and tones.

This wont make it look de-saturated and dull-ish . but apart from that its creative.

Look at how reds are brighter naturally ( :thumb: ) and blues a lot more dark/shady ( :shades: ) looking
Hot
Warm
Luke-Warm
Cold

:mawk:

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MarioSuperStar
  Wed Nov 16, 2011 3:37 am
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Made out of boredom.
C&C appreciated.

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Echo Magnum
  Sun Nov 20, 2011 4:17 pm
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I need some help with this, its a 9 frame animation of a side view walking cycle. This is my first time working with more than 4 frames of animation.

I thought this would be the best place to get some quick feed back.


Is the motion life like and smooth?

Is the anatomy fairly realistic or not?

What can I do to improve this?

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ellenor
  Tue Nov 22, 2011 11:09 am
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Well one problem I got with it is that the head dosen't move at all. It should go down 1 pix or 2 when the legs are as most seperated.
Also the shoulder seem a little stiff to me. But that is maybe only me.


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Echo Magnum
  Tue Nov 22, 2011 7:54 pm
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Like this?



I will work on the shoulders later when I have more time, I think the movement in general is O.K now.

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Echo Magnum
  Tue Nov 22, 2011 9:03 pm
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So i've been staring at my work and I think its the boobs, their supposed to bounce right? I'm I just being a perv?

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Perihelion
  Tue Nov 22, 2011 9:09 pm
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Lift the feet more.


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Echo Magnum
  Tue Nov 22, 2011 9:14 pm
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I cut out the "still" frame for a smoother look

O.K. I'll try edit this later, thanks, It looks like the legs are shuffling on the floor not being lifted.

I suspect its the frame where the foreleg crosses the back-leg right before its off the ground, from that instance their is a slight inconsistency with how it moves up which might have resulted in the appearance of a shuffle or unusual "jerk".

Here are the frames. I'm talking about frame 2 and 6.


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Last edited by Echo Magnum on Tue Nov 22, 2011 9:29 pm, edited 1 time in total.

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Perihelion
  Tue Nov 22, 2011 9:17 pm
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I mean the feet need to lift a little more in the walk cycle. It looks like she's shuffling. Speeding it up a little might help too.


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Echo Magnum
  Tue Nov 22, 2011 9:32 pm
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O.K I edit my post. frames 2 and 6 are not really in the walk cycle. I'll experiment a little, might mean re-making a few frames from scratch but that's o.k since I'll be gaining valuable experience.

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Echo Magnum
  Thu Nov 24, 2011 6:44 pm
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Not sure if you guys can see any difference but I changed frame 2 lifting the leg a little to mach more of a cycle motion than a shuffle, also corrected the little offset that made the walk look a little "jerky".

This might be getting boring but does it look better now :unsure: ?

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Jason
  Sat Nov 26, 2011 3:16 am
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It started off as some random pixels... and then it turned out looking like Ezio, but a little messier lol, so I decided to add some of his features, sort of... I'm not really going to carry it on, but personally I think it looks pretty... cool?

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MarioSuperStar
  Sat Nov 26, 2011 3:58 pm
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Yes it is. And I'd love to see the complete result.

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Echo Magnum
  Sat Nov 26, 2011 5:40 pm
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It's perfect now! :biggrin:

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Echo Magnum
  Tue Nov 29, 2011 9:45 pm
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I have a new manga sprite style!

this is just the line art though, I like how its coming along.

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