My updated walk cycles

Started by FortressCaulfield, Yesterday at 13:36:48

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FortressCaulfield

There's times where my inner perfectionist shuts up and I allow myself to think these are pretty good!


   
"I can hear you! My ears do more than excrete toxic mucus, you know!"

-Hall of Heroes Docent, Accrual Twist of Fate

Creamy

Good job, it looks smoother than the animations from the demo.
 

FortressCaulfield

Quote from: Creamy on Yesterday at 21:01:26Good job, it looks smoother than the animations from the demo.

Oh, you played that first thing I uploaded? It's come a decent ways since then. I really should put it in the development thread now I guess
"I can hear you! My ears do more than excrete toxic mucus, you know!"

-Hall of Heroes Docent, Accrual Twist of Fate

brushfe

These are so good! Is there a game these are for that I can follow?

FortressCaulfield

Quote from: brushfe on Today at 03:00:59These are so good! Is there a game these are for that I can follow?
Thank you!

Yes, there is. Accrual Twist of Fate (the main character is a space accountant, hence the pun.)

I really should make a post in "in development" for it but I'm forever wanting to get juuust a bit more done first!
"I can hear you! My ears do more than excrete toxic mucus, you know!"

-Hall of Heroes Docent, Accrual Twist of Fate

Matti

The walkcycles are pretty good, but i wonder why her arm movements in the profile walk are so different. Her left arm is moving much further forwards and lesser backwards.

cat

The timing of front/back and side walkcycle don't match. Make sure you adjust the frame delay accordingly in AGS. I find this rather annoying in games, especially when combined with a walking step sound.

FortressCaulfield

Quote from: cat on Today at 08:47:37The timing of front/back and side walkcycle don't match. Make sure you adjust the frame delay accordingly in AGS. I find this rather annoying in games, especially when combined with a walking step sound.

Part of that might be me screwing up with the gif maker, but it's also because left/right is 12 frames and up/down is 10. I wanted L/R to be as smooth as possible, but when I went to do 12 frame versions of U/D I found it was too many. Unfortunately you can't adjust frame delay for movement differently for different directions, and even if you could, at this many frames, the only real options are frame delay 1 or frame delay 2, so it's not particularly useful tool for making small adjustments. I don't think it's especially noticeable in-game but I'd be very curious to hear your thoughts when I put up my next version.


Quote from: Matti on Today at 03:38:23The walkcycles are pretty good, but i wonder why her arm movements in the profile walk are so different. Her left arm is moving much further forwards and lesser backwards.

It was intended to be because she's cheating slightly towards the audience as opposed to being viewed directly from the side (You can take the guy off the stage...) The thing that bothers me about the arms that I don't seem to be able to fix is that her upstage arm sort of "teleports" behind her body on its backswing, but I found if I didn't do that, it was indistinct against her torso. Next ego gets different color sleeves!

Thank you both for the feedback!
"I can hear you! My ears do more than excrete toxic mucus, you know!"

-Hall of Heroes Docent, Accrual Twist of Fate

cat

#8
You can change the delay for each individual frame in a view.

I think the problem with her arm is, that the back arm movement is less smooth than the front arm. It almost looks as if she is pushing something forward.

FortressCaulfield

Quote from: cat on Today at 12:03:52You can change the delay for each individual frame in a view.

I think the problem with her arm is, that the back arm movement is less smooth than the front arm. It almost looks as if she is pushing something forward.

I could add a 1 frame delay to individual frames, and doing that with 2 frames per loop would synch it up with the L/R, but this doesn't avoid the other problem. If I add a delay to only 2 frames, she'll have a weird stutter step, and if I add it to every frame, then it's way too slow. As number of frames per loop goes up, the clumsier frame delay changes become.

What I need is to be able to add 0.2 frame delay per frame, but you can't do that. Ideally I would have adjusted the base game cycles from 40 to 60 when I started so I'd have finer control, but at the stage of development I'm at, it's way too late to do that.
"I can hear you! My ears do more than excrete toxic mucus, you know!"

-Hall of Heroes Docent, Accrual Twist of Fate

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