character walkcycle

Started by Monsieur OUXX, Sun 16/10/2016 00:46:40

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Monsieur OUXX

The base sprite is this one :

[imgzoom]https://www.dropbox.com/s/m7o99ubmc3s6har/progzmax.png?raw=1[/imgzoom]

I  made this walkcycle, based on "the dig":
[imgzoom]https://www.dropbox.com/s/xt2c3kdh2d0plce/thedig_side_height54_slimtrousers_00.gif?raw=1[/imgzoom]

I think it's ... OK (well I hope), but I'm bothered by the fact that the head is very static. However that was already like that in The Dig and didn't look weird.

Source Photoshop file : https://www.dropbox.com/s/s33dyvj2y6ed24j/thedig_side_height54_slimtrousers.psd?dl=0
 

CaesarCub

Usually once it's moving the effect is less evident, but you might want to give it a little bounce to the head and the torso as well.

When the legs are apart the character is usually a little lower (1 or 2 pixels tops) lower than when one of the legs is fully extended.

Here is a classic walk cycle, you can see how the torso (and the head) bounce:



This is one I did myself (the style is more cartoony, but you can see how in all directions he bounces up and down).

[imgzoom]http://i.imgur.com/iiDHNAW.gif[/imgzoom]



Cassiebsg

Adding the bounce would make it a lot better, and solve the "problem" with the legs. Because right now I feel liken the the knees bend too little and the foot that's up going forward barely leaves the floor. We would probably ruin the tip of the shoes walking like that. (laugh)

However, it's a WC that works, and we probably won't noticed it in game.
There are those who believe that life here began out there...

Monsieur OUXX

I tried to add the bounce before posting, BUT the whole body is not properly positioned, pixel-wise, which makes the head bump too visible. It looks like the character gets hammered on the head twice in every cycle
 

Monsieur OUXX

I've tried moving down the torso as well, and flexing the leg slightly more.
It hink it's better, don't you think?
I still have no idea how they made the characters literally "glide" in The Dig without it looking awful.

Here:
[imgzoom]https://www.dropbox.com/s/k0tzip8g6cd0p0n/thedig_side_height54_slimtrousers_01.gif?raw=1[/imgzoom]
 

Danvzare

It looks nice, although maybe it's just me, but he seems to go way too much to the side during his walk cycle.
I get the feeling that will make him look all jumpy ingame, although I could be wrong.

Monsieur OUXX

Quote from: Danvzare on Sun 16/10/2016 11:16:46
way too much to the side
Explain: you mean his steps are too long?
 

Cassiebsg

I think he means his torso, but that isn't unrealistic, since some people do that. It adds character and personality. I've seen my son do that on occasions... (laugh)
His leg still doesn't lift high enough when returning forward, but it doesn't really bother me that much.
Did The Dig had character shadow? Been a long while since I played it.
There are those who believe that life here began out there...

CaesarCub

Try having more than one frame with the head down. When I do an 8 frame walk cycle I usually have the head and torso move up and down constantly (0 -1 -2 -1 0 -1 -2 -1) which gives it a rhythm.
If you just make it 0 0 0 -1 0 0 0 -1 it looks odd, try making something more like 0 0 -1 -1 0 0 -1 -1

Well, in your case you have a 12 frame animation, so I would try something like this:

[imgzoom]http://i.imgur.com/19SxjbP.gif[/imgzoom]

I made the low points last 2 frames, and added a couple of frames that have the character get taller just to give it more bounce.

Danvzare

Quote from: Monsieur OUXX on Sun 16/10/2016 11:28:32
Explain: you mean his steps are too long?
Like Cassie said, I meant his torso and head.
To me it looks like it's constantly jumping to the right, just a tad too much.

Monsieur OUXX

Quote from: CaesarCub on Sun 16/10/2016 12:57:58
Well, in your case you have a 12 frame animation, so I would try something like this:
[imgzoom]http://i.imgur.com/19SxjbP.gif[/imgzoom]

I made the low points last 2 frames, and added a couple of frames that have the character get taller just to give it more bounce.

Thanks!
 

Monsieur OUXX

#11
Moving forward: you could believe that just ripping an walkcycle from a commercial game is easy, but no. Look at these: what do you say?

The "back" one looks like the character is hopping isn't it?

[imgzoom]https://www.dropbox.com/s/9btfb3dfipim6g4/thedig_back_height61-%28orig%29.gif?raw=1[/imgzoom]

[imgzoom]https://www.dropbox.com/s/l369cgabo8c205g/thedig_front_height61-%28orig%29.gif?raw=1[/imgzoom]
 

Danvzare

Quote from: Monsieur OUXX on Sun 16/10/2016 16:00:06
However my attemps at adding the bumping have failed because it's only 6 frames, which means 3 frames for each side, which means the bumping can be only one frame long and looks too short.
I actually rather like it, and don't think it's too short.
Besides, in an adventure game you almost always only see the side walk views anyway.
Usually because most of the walking takes place horizontally, rather than vertically.

Monsieur OUXX

Quote from: CaesarCub on Sun 16/10/2016 12:57:58
[imgzoom]http://i.imgur.com/19SxjbP.gif[/imgzoom]
Hey would you mind sharing the Photoshop file? I don't know how to extract the frames. (you can send in PM if you want)
 

CaesarCub

I'm afraid there is none, I just opened your gif file with aseprite and edited and saved it as a new gif file.
All I did was select and move down (and up) some parts of the image, you can even see how I forgot to fill out the parts moved in one of the frames.
Can't Photoshop open gifs?

Monsieur OUXX

 

Cassiebsg

If you want smaller steps, don't extend his leg full out. ;)
Ah, yes I can see the problem on the arm. 8-0
There are those who believe that life here began out there...

Trample Pie

#17
I spent a little time editing your walk I hope you like it!



I accidentally destroyed the shadows though, whoops...

I do all my animating in Aseprite but I tried turning it into a photoshop file for you here.

BunnyDeFluff

Good job Trample Pie. You made the whole walking sequence looks far smoother now. I think that op animation looks wrong because the centre of the character was not placed correctly inside the frame box.

Danvzare

Wow, that looks a LOT better Trample Pie.
And you've fixed the one problem I noticed in the walk animation regarding the jitteriness of the torso. :-D

I love it.

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