Walkcycle - UPDATED

Started by Matti, Tue 28/04/2009 22:53:20

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Matti

Old walkcycle:

   

New walkcycle:


Takyon

I think her torso should move a little more as it looks like her legs are not her own in a way.
ghost.

Matti

#2
Quote from: J. Man on Tue 28/04/2009 23:05:50
I think her torso should move a little more as it looks like her legs are not her own in a way.

You're right about that but I'm consciously avoiding that. Since I have about 7 sprites that are supposed to have walkcycles it just would be too much work. A lot of other animations (of the same and other characters) will come too and everythings in high-res so I'm trying to keep the walkcycles as simple as possible without having them fall short of the sprite's quality itself.... I hope that was understandable and correct english...

EDIT: Okay, another striking thing is that her hand/arm isn't moving while the pocket (which I forgot to draw) is.... ahem, I think I have to work a bit longer on that...

Hudders

I think you totally undo a lot of the great work you've put into the sprite with not moving her in a realistic way.

Matti

Quote from: Hudders on Tue 28/04/2009 23:23:05
I think you totally undo a lot of the great work you've put into the sprite with not moving her in a realistic way.

You're absolutely right I'm afraid. The longer I look at it the more I regret that I even posted it... I'll work on it over the next week or so and post an updated, more adequate version afterwards...

Igor Hardy

#5
The main problem I think is that there is only a very subtle change of the legs position between some frames and a great one between others.

The walkcycle doesn't look too bad IMO, at least it does its job, but overall choosing an realistic art style in high res for the game might be the death of you. Precisely because of the huge animation work involved. Rotoscoping, while no picnic, might be the only sensible way to pull it off and live to tell the tale.

cat

I think the problem is not necessarily the movement of the upper body but the connection between legs and upper body. Her trousers have a very low waistline, it is actually over the hips. So with every step she does, the waistline of the trousers should move too.

Matti

Quote from: Ascovel on Tue 28/04/2009 23:55:06
The main problem I think is that there is only a very subtle change of the legs position between some frames and a great one between others.

Yes, I'll add 1-2 frames for the final version.

Quote
The walkcycle doesn't look too bad IMO, at least it does its job, but overall choosing an realistic art style in high res for the game might be the death of you. Precisely because of the huge animation work involved. Rotoscoping, while no picnic, might be the only sensible way to pull it off and live to tell the tale.

Ah, well, I decided now to make some minigames using the same characters and locations (a bit like the RON-Universe), so I can split up the story and don't have to do too much work for the single parts/chapters... And once I've done a bunch of animations I can reuse them when necessary..

Quote from: cat on Wed 29/04/2009 11:21:03
Her trousers have a very low waistline, it is actually over the hips. So with every step she does, the waistline of the trousers should move too.

True, I will consider that when redoing the walkcycle.

Oliwerko

I would add that the speed of her movement is rather slow (or it seems so to me).
Maybe adding a little speed would both speed up the movement in game (less annoying than walking slowly) and the continuity of the frames.

Matti

Quote from: Oliwerko on Wed 29/04/2009 17:15:47
I would add that the speed of her movement is rather slow (or it seems so to me).
Maybe adding a little speed would both speed up the movement in game (less annoying than walking slowly) and the continuity of the frames.

Yes, well, that's just the speed I used for the gif.-file. There's no game yet and therefore no in-game speed. I thought of something like this:


rbaleksandar

Upper part of the body is not moving? :) Besides I get the impression that on of the legs moves faster in front-position than the other one. Can't decide which one though. :(
I am a mighty pirate. Arrrrgh!

Matti

#11
I'm working on it right now. I'll add two additional frames and some arm movement.

EDIT: Okay, here's a new version. I added three new frames (you were right, rbaleksandar, one frame for one leg was missing), so there are ten now. The upper body still isn't moving, but the arm is and I think it looks smooth now. There are still some details that bother me though, but they are minor...

Also, I think I should add movement to the arm in the back, it would make the whole thing again smoother. Now she has one hand in the pocket like in the standing frame.



Here, all the frames are put together. It's looks kinda funny, so I thought I share it:




Okay, I noticed that one frame looks odd. The pants are too long and a line of the pocket is missing...

Fixed that..

twentyfour

Frames 1 and 2 and frames 6 and 7 have one foot firmly planted and in the exact same position.

Here, I did a lil linework to show what I mean



You can see that there's a big gap where her foot should be on frame 2 or 7
-24

Matti

Yeah, perhaps I should shorten those gaps a bit. But you're referring to the first version I uploaded today. I'm quite happy with the fixed version seen above so I might just leave it as it is..

Ghost

The walkcycle looks very good now; there's only a tiny (and I mean really tiny, you need to pay a lot of attention to notice) stutter just after her "front" (left) leg touches the ground. Might be the gif file, though; I don't think it'll show in-game.

Good works!

twentyfour

Ah, yea... serves me right for not payin attention.

Looks nice Matti!
-24

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