Walking up/down vs Walking right/left

Started by MrCheminee, Fri 28/01/2011 06:39:08

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MrCheminee

Hello everybody,

This is the first time I am trying to make a walking cycle from scratch. For earlier characters I've used old walking cycles on which I just painted my characters, but now I face this problem:
When my character walks to the side he looks like fine, but when he walks up, he seems to be sliding around. If I ajust the moving speed, walking up is fine, but moving from side to side looks like ice skating.

For creating this cycles I've used this site:
http://www.idleworm.com/how/anm/02w/walks.shtml

These are the walking cycles (I didn't make walking down yet, because of the problem):


I wonder whether somebody could give me some advice on making my cycles up/down and lef/right compatible with eachoter?

Monsieur OUXX

Quote from: MrCheminee on Fri 28/01/2011 06:39:08
When my character walks to the side he looks like fine, but when he walks up, he seems to be sliding around. If I ajust the moving speed, walking up is fine, but moving from side to side looks like ice skating.

That might simply be because the "walk up/down" views were originally designed for the character to walk in a different perspective from your game's perspective.
In other words: Maybe in the original animation, the floor on which he is walking is seen from a higher point of view, whereas in your game it's seen from a lower point of view (or vice versa).
=> Watching someone walking from a high point of view and animating him like he's seen from a low point of view makes him look like he's sliding... Because his feet seem to move a lot up and down despite the fact that they should appear to stay close to the gound. (or vice versa)

If you don't want to redraw it, then a quick fix is to change the speed of the "walk up/down" animations independently from the speed of the "walk left/right" animations.

There's no magical solution for adjusting horizontal and vertical walk speeds separately: You must edit the walkcycle, and add/remove frames to speed it up/slow it down, until you feel like the horizontal walk speed matches the vertical walk speed, and until you feel like all speeds match the overall perspective of the scene.
 

MrCheminee

Allright, thanks for your comment. I though the sliding was very strange since I used the same speed in my frames for up/down and right/left ( two pixels per frame), but I'm afraid I just have to try and learn. ;)

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