Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: abstauber on Thu 11/02/2010 15:21:46

Title: Anim. help needed: Drunk guy walking
Post by: abstauber on Thu 11/02/2010 15:21:46
Hey there,

I'm currently having a little trouble with this animation. Does anyone know how I can add more drunkenness? I think drunk people are spinning with their torse a lot more than my guy.
But as I added more torso movement, the animation looked terrible.. Help ;D

(http://shatten.sonores.de/wp-content/uploads/2010/02/eric_drunk.gif)(http://shatten.sonores.de/wp-content/uploads/2010/02/eric_drunk3.gif)(http://shatten.sonores.de/wp-content/uploads/2010/02/eric_drunk4.gif)

Oh and it's more the trouble seeking type of being drunk ;)
Title: Re: Help needed: Drunk guy walking
Post by: Wreck on Thu 11/02/2010 15:50:43
A lot of the drunk effect would come I guess from varying the speed of the walk-cycle between cycles.

However as that would likely be a pain to do, one thing I remember from watching Billy Connoly the other week (he did a whole section on different drunk walks) is that the front / back motion is not even.

As it looked to me, it was a case of the Drunk trying to defeat gravity, and every time 1 foot is off the floor there is a problem for him. So the motion of the back foot coming forward through the air is very rapid, to try and get it back on the floor as soon as possible. The reverse is true once the foot is on the floor so the foot stays on the ground as long as possible for the backwards track (I know its not actually going backwards but I hope you get what I mean). This makes the motion less even and more (i guess) like a chicken strut, e.g. it's not a smooth cycle, lots of little bursts of speed.

So foot/leg travel forward = quick. Foot/leg travel backward = slow.

In addition it is common to mis-judge where the floor is so the leg snaps to straight forward and possibly misses the ground by a fraction, jarring the drunk as the foot hits the ground. I think Mr Connoly refferred to that walk as the 'Straight legged' drunk who always looked like where-ever he had to go was a long long way from where he currently was :P

I seem to remember the head/gaze was pretty static when he was prancing around the stage like that, I guess in an effort to keep the horizon straight from the drunks perspective :P

Next step in drunkeness would be an all out forward/back/ side stagger which would be a bit of a nightmare to do I guess.

Hope this helps, probably not the best description in the world.
Title: Re: Help needed: Drunk guy walking
Post by: abstauber on Fri 12/02/2010 08:47:38
Thanks, that was very insightful!

I'll try a less uniform walkcycle then.

I guess what I did happens when you don't work with keyframes ;)
Title: Re: Help needed: Drunk guy walking
Post by: markbilly on Fri 12/02/2010 09:10:55
If he could stop and point whilst wobbling on the spot every now and again that would look cool... :)
Title: Re: Help needed: Drunk guy walking
Post by: abstauber on Fri 12/02/2010 09:45:12
hehe, I'd like to keep it below 50 frames ;D

btw. this site is pretty neat:
http://www.cs.nyu.edu/~gwtaylor/publications/nips2006mhmublv/videos/

Motion captured people as animated gifs, also featuring a drunk guy.
Title: Re: Help needed: Drunk guy walking
Post by: abstauber on Sat 13/02/2010 10:51:52
@Wreck, I tried to follow your advice about fighting the gravity. But I'm still having trouble with the feet since it's a walkcycle and I have to keep the movement in mind.


So this one's looking a lot more drunk now :)
(http://shatten.sonores.de/wp-content/uploads/2010/02/eric_drunk2.gif)

I left out the arms for now, any ideas to smoothen it without loosing fight of gravity?

Thanks!
Title: Re: Help needed: Drunk guy walking
Post by: markbilly on Sat 13/02/2010 16:22:08
Quote from: abstauber on Sat 13/02/2010 10:51:52
I left out the arms for now, any ideas to smoothen it without loosing fight of gravity?

No, because you shouldn't smoothen it. It looks great now!
Title: Re: Anim. help needed: Drunk guy walking
Post by: DrewCCU on Sat 13/02/2010 23:49:15
the guy leans to the front almost perfectly - but he never leans backwards ... i think maybe he should lean back a a little too - this would add to the wobblyness.
Title: Re: Anim. help needed: Drunk guy walking
Post by: Evil on Sun 14/02/2010 04:07:24
I think it really depends. The most recent animation looks really fluid and awesome. But his walk is really distinct. He looks like a sleepy drunk motivated to get somewhere, which looks really nice if it works for that character. If you want a more bumbling drunk, he needs to lean back, maybe two more pixels, and his head should tip backwards and sort of whip forward when he steps. His legs should function one at a time rather than simultaneously, and then his feet should sort of slap on the ground. That should give him more of a troublesome, extremely intoxicated look. But regardless, what you have now looks solid.
Title: Re: Anim. help needed: Drunk guy walking
Post by: Shane 'ProgZmax' Stevens on Sun 14/02/2010 06:32:21
For a convincing drunk animation you'll want to break it up into a movement phase and then a pause phase (where he tries to retain balance).  Obviously you can't really do this all in a walk cycle since your character will still appear to be moving in a program like AGS even when standing still, but the art side of it would work something like:

Movement phase (erratic):

1.  In this phase the drunk moves forward, albeit with balance issues, often swaying back and forth to
compensate for a lack of motor coordination.

2.  Additional variations on the walk motion (a short stagger forward, for instance) will further sell the animation and could be randomized with the default walk swaying.  Movement speed is also important and you want to keep the animation and movement speeds down unless you have a lot of frames.

(http://i485.photobucket.com/albums/rr218/ProgZmax/bumwalkright.gif)

Pause phase (static):

1.  Here the drunk pauses (briefly or for awhile at your discretion) to try and focus and regain balance.  This can be as simple as the animation I've done (4 frames) to him resting an arm on a wall or something for support.

(http://i485.photobucket.com/albums/rr218/ProgZmax/bumidle.gif)


Non-standard walk cycles can have some of the most varied and interesting animations so the easiest way to design them is in pieces as I have illustrated.  Focus on one segment of the walk cycle at a time to break it down into easier to handle parts and then you can assemble them in different ways to make the result look more random.  Good luck.

Title: Re: Anim. help needed: Drunk guy walking
Post by: Ryan Timothy B on Sun 14/02/2010 19:19:36
If I remember correctly, Charlie Foxtrot had a great comedic drunken walk (which would only really work in a comedy style game).

If you really wanted to make your drunk's walk look less like it's repeating, you double the walk cycle so he does two different walk cycles.
Title: Re: Anim. help needed: Drunk guy walking
Post by: abstauber on Mon 15/02/2010 14:12:47
Hey, thanks for all the great answers!

I guess my chances are really a little limited - I guess I'll analyze your cool 6-frame example a little, ProgZ and see if I can add some more frames.

@Ryan
Is there any chance for youtube link?

Thanks again :D
Title: Re: Anim. help needed: Drunk guy walking
Post by: abstauber on Mon 15/02/2010 19:09:48
Okies, I think I'm finally done with the stickman phase :)

Here's the final dude:
(http://shatten.sonores.de/wp-content/uploads/2010/02/eric_drunk3.gif)
Title: Re: Anim. help needed: Drunk guy walking
Post by: kaputtnik on Mon 15/02/2010 19:22:16
Ooh, that guy is really in for trouble. I can already feel it.
Title: Re: Anim. help needed: Drunk guy walking
Post by: Shane 'ProgZmax' Stevens on Tue 16/02/2010 06:21:16
That looks good!  What you'll want to do is use the frame delay setting in the View editor of AGS to control the speed of the animation at various phases of motion.  As far as his physical on screen motion goes, you might not get good results using the Walk function for this since he'll move the same distance forward per frame regardless of slowing down or staggering forward.  If this doesn't really bother you though then I wouldn't worry about it, it's just something to be aware of.

I look forward to seeing the complete version!
Title: Re: Anim. help needed: Drunk guy walking
Post by: abstauber on Tue 16/02/2010 09:33:38
Thanks for the hint! Messing with the delay might indeed improve things a lot.

I already did a quick check in AGS, that's why the foot with the weight on always moves 2px per frame. Otherwise the guy started gliding or it looked like he slipped. Oh well, let's see how he looks with flesh on his bones :)
Title: Re: Anim. help needed: Drunk guy walking
Post by: SookieSock on Tue 16/02/2010 23:42:03
since the movement in AGS is tied to frame changes, if you randomised the frame delays (not completely random but with some random element) he shouldn't slide since his sprite wont move until there's a frame change.

Im not sure what that would look like but it would certainly look "drunk"
Title: Re: Anim. help needed: Drunk guy walking
Post by: Wayne Adams on Wed 17/02/2010 05:35:56
i dunno if yer still polishing this, but i did a few really dynamic key frames.. maybe you'd wanna integrate one of these in:

(http://www.wayneadams.net/stuffola/AGS_Stuff/drunk.jpg)
Title: Re: Anim. help needed: Drunk guy walking
Post by: abstauber on Mon 22/02/2010 12:24:31
@Wayne
These frames are hilarious :D But including those in a walkcycle would include way too much frames for me. But I'll definately consider to use 5+6 in a talk animation. This pointy finger is just too cool :)

Anyway, I've manged paste Ben's base sprite on the stickman and this is how it looks.

(http://shatten.sonores.de/wp-content/uploads/2010/02/eric_drunk4.gif)

Not as drunken as I thought, but adding delays as suggested might do the trick.
Title: Re: Anim. help needed: Drunk guy walking
Post by: Igor Hardy on Mon 22/02/2010 12:31:26
Would be nice if he did bend a little more at times (in the losing balance sort of way).
Title: Re: Anim. help needed: Drunk guy walking
Post by: abstauber on Mon 22/02/2010 14:53:44
I made it a little more choppy and updated the previous animation. But all torso movement experiments ended in lousy results ;)
Title: Re: Anim. help needed: Drunk guy walking
Post by: Matti on Mon 22/02/2010 16:49:21
Nice work, abstauber. I think the final version looks quite good and I'd go with it.
Title: Re: Anim. help needed: Drunk guy walking
Post by: Tuomas on Mon 22/02/2010 18:47:53
Thought I'd share some views. First of all, as pointed out, a drunken guy would probably wobble about randomly. Animating that would be hell if you had long walking sequences. But your animation is great, it's really good enough, even though it looks like someone who's weary from walking 50 miles or kilometres.

I was just thinking... Is it just me, or does his legs grow longer when they reach out back?
Title: Re: Anim. help needed: Drunk guy walking
Post by: Captain Ricco on Sat 27/02/2010 02:12:43
in any case it would do a great zombie walk ;D

maybe you could make his feet cross ocasionnally?

but i think it looks good already, but not drunk enough for a funny scene based on that
Title: Re: Anim. help needed: Drunk guy walking
Post by: abstauber on Sun 28/02/2010 17:31:22
Thanks for your feedback, Tuomas and Ricco.
I'll add some bursting bubbles above his head, that should raise the fun level a bit :)

But apart from I think it's better to let go of my perfectionism and keep the walkcycle for now, as it seems like it works for most of you. Nonetheless I've learned quite a lot from this animation and your advices so I hope the next one will be better.

Thanks again.