Tell me honestly....

Started by FrankT, Wed 13/06/2012 16:44:26

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CaptainD

Don't worry about the limp, I can write in a backstory to that!  :P

FrankT

No good - some might think I'm just using that as an excuse.  :(

FrankT

#62
Although then again, it might be just the way I positioned some of the frames. Would you say this demonstration looks correct?

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/iceman.gif[/imgzoom]

Edit: Made animation zoomable - Snarky

CaptainD

It looks pretty good to me.  A little hard to tell with it being so small, but the walking motion looks reasonably natural.

Snarky

No, it's still uneven. Try matching each frame with the same frame for the other leg (so the one with left leg in front with the one with right leg in front, etc.). To me, the one that looks off is with the right leg (closest to us) at the very back. I think he drops a pixel on that frame that he doesn't on the other leg.

FrankT

Really? I mean it's so hard to tell... ???

Well anyway, I think I've eased up Richie's movement a little. Or at least lessened the limping.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/richie_walkcycle2.gif[/imgzoom]

Tabata

I am not the one to teach, but I like to learn from those interesting threads, too   :wink:

So how about this rhythm of your nice walkcycle?

[imgzoom]http://s14.directupload.net/images/user/120706/8wexneo3.gif[/imgzoom]


Of course I'll delete this one, if you mind - just tell me.

FrankT

Seems to run smoother. What'd you do?

Tabata

I only deleted layer 3 and "pushed the others a bit around” to be at the highest point,
when legs are together and at the lowest, when the legs are spread the most.

So there isn't really much changed  (roll)

Snarky

#69
Quote from: FrankT on Fri 06/07/2012 16:30:58
Really? I mean it's so hard to tell... ???

Is it? Maybe I'm confusing you because you think "limp" means there's something wrong with the legs. Actually, a limp is most noticeable in the head movement.

Just ignore the rest of the body and watch the head. See that rhythm: it bobs a little, then it bobs a lot; it bobs a little, then a lot; a little, a lot; little, lot, little, lot...

It's the same in Tabatha's edit.

QuoteWell anyway, I think I've eased up Richie's movement a little. Or at least lessened the limping.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/richie_walkcycle2.gif[/imgzoom]

OK, I've taken a closer look at it in an image editor. The animation has 8 frames, and the leg movement is pretty regular: frame 1 matches frame 5 (roughly) except with the other leg, 2 matches 6, 3-7, and 4-8. It's all good. (Actually, 4 and 8 don't match very well, which could be a bit of a problem in itself and the reason for this mistake in the first place, but let's focus on the more important part for now.) However, if you compare the head position between those "matching" frames, you see that they don't match at all: frame 1 is one pixel higher than frame 5, 2 is one higher than 6, 3 is one LOWER than 7 (so on the frame where his head goes down on the one leg, it actually goes UP on the other), and 4 is one lower than 8.

Unless one of his legs is longer than the other (i.e. he's limping), his head should be the same distance above ground when his legs are in the same position only switched. If you match the head/torso position between frames 1 and 5, 2-6, 3-7, and 4-8, the limp will disappear.

EchosofNezhyt

Thats what it was, I couldn't quite place it.

FrankT

Aha! Now I see where you're getting at! Finally the limp is eliminated.

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/richie_walkcycle3.gif[/imgzoom]

Now we're getting somewhere!!


Tabata

cool - well done changings 

FrankT

Thanks very much! :)

Right, moving on... I've got two new things - first, a take on the Golden Gun, which is made of silver or possibly even platinum:

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/gun.png[/imgzoom]

There's also Richie walking downwards. But I dunno... he looks like he's sort of... floating... wouldn't you say?

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/richie_walkcycle4.gif[/imgzoom]

EchosofNezhyt

It's not bad, I have trouble with downwards walks. But riche needs to look like his arms are bending up and his feet prolly need a frame that looks like his foot is in the air so that he doesn't look like hes sliding. :sealed: I might be wrong though I've only been animating for like a month or so now.

TomatoesInTheHead

Quote from: FrankT on Sat 07/07/2012 18:26:46
There's also Richie walking downwards. But I dunno... he looks like he's sort of... floating... wouldn't you say?

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/richie_walkcycle4.gif[/imgzoom]
Shouldn't his head bop twice during one cycle, that is, once for each leg?

FrankT

Probably. It's quite hard to tell when the animation runs as fast as that. Don't worry, I'll have a look at it.

FrankT

Well, it turns out the positioning is almost correct; I just had to tweak his head movement so he goes up on both legs in one cycle. And I made the back sprite. By now he can actually walk in an environment like this one....

[imgzoom]http://www.majhost.com/gallery/EvilGuy/SfSaM/001.png[/imgzoom]

Although perhaps I should've drawn him larger.... or maybe not.

FrankT

Well, since I'm not much good with aligning scaling in multiple walkable areas, I'm going to have to overhaul the prelude house. Now this one's a rehash of a scenario from SWAT 2.



Tell me - does the lighting look right in this overhead shot?

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