Star Gate parody - Character

Started by Sektor 13, Sun 30/01/2005 12:53:21

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Redwall

Bah, that doesn't look like Teal'c. Your sprite isn't frowning. ;D

More seriously, why is Teal'c in a tanktop? They haven't done tanktops until the past two seasons or so, and that's mostly for attracting more female viewers. ::)
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Sektor 13


Candle


Shane 'ProgZmax' Stevens

I liked your originals so I went back and played with them a bit, mainly to make the faces more defined (for animations), although I tried to give them more varied builds and poses as well.


Sektor 13

#24
..well they all have black t-shirts and teal'c tanktop, so teal'c just removed his jacket, thats all.. :P

Well i planed to do them in various poses, as the game will requer, as of your character , they look good, but Jack O'neall has different hair style and longer forehead, as for Danny boy he has different hairy style too, carter eyes look a bti big to me and looks like he is  squinting (i found last word in the dictionary, i hope i got the right one :D) But are still good characters , they look more odd, i was planing in the game that they will meet themself in the paralel universe, so paralel charaters  can be like that, you draw.. I will think about it..

EDIT:

here is Jack's walking anim...:




Neil Dnuma



I think the sideview of the head gives a very "flat" impression. Maybe the backhead could do with another row of pixels?

As for the walkcycle there's a little limp impression (due to more swinging of the right arm than the left, not unlike my granddad). Also, at some point the toes should point upward. Maybe he could stretch the legs more forward? His ass seems to drop dramatically at one point (at the same point of time, there's a gap appearing in front), but that only takes minor adjustments to fix.

Sektor 13

#26
I fixed the head, it was kind of a flat  :-\

And add more animation pictures, fix ass a bit..  there is still a little limping i think..  An old shoot wound  ;D





Haddas

his left foot. it looks like puts it behind the right leg when he's about to lift the left foot again

Sektor 13

yes it does, i think that gives the effect that he is actualy moving, as ithe body is always in the same place,. Well i will see how it looks in the game, will be fixed if necessary..

big brother

To get rid of the "limp", there must be an even number of frames, with each foot's movement (from front to back) symmetrical in distance.

EX: 4 frames left foot taking a step (while right is going back) + 4 frames right foot taking a step (while left is going back).

I wish I could illustrate my examples here, but alas, I cannot save as animated gif...
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Sektor 13

Yes, u draw 8 frames for closer leg and 8 for "darker" leg, 16... So i think that should't be the problem

jrl2222

To me it looks like the feet land on the same horizontal plane, which is fine, but the knees don't line up. The Leg in back has a lower knee So it looks like the front leg is lifted higher during its step.

Neil Dnuma

The right leg sits in the same position (on ground) for two frames. Will result in Michael Jackson type of movement.

Sektor 13

Quote from: jrl2222 on Fri 04/02/2005 19:28:38
To me it looks like the feet land on the same horizontal plane, which is fine, but the knees don't line up. The Leg in back has a lower knee So it looks like the front leg is lifted higher during its step.

Yes you are right, i will try to fix that..

Quote from: Neil Dnuma on Fri 04/02/2005 20:10:31
The right leg sits in the same position (on ground) for two frames. Will result in Michael Jackson type of movement.

Hehe, i know what you mean... Still i will wait until i get it to the game, we'll see... Anything can be fixet... :D

...............

In the mean time, here is the front walk, yes arms are still strange a bit..


Krazy

Not bad but he is sliding accross the floor, his feet should lift so you should be able to see the bottom of his foot. Example
Perhaps you should study other adventure games to see how it's done.
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Dart

With your front walk animation, it looks as if the guy is wiggling his arms instead of swinging them back and forth. Also, the guy's head looks oddly static as the rest of his body is moving quite vividly, yet the neck and head aren't.

I suggest you add a one pixel bounce to his walk to get rid of the staticness of the head, and straighten out his arms and hands (as they're both a bit too much curved). You could also tone down his chest-swinging.

Snarky

Your walkcycles seem a bit... insufficient. The movements are quite small, almost timid. The result is that it looks anonymous: Yeah, the character is moving forward, but he's not expressing anything with his walk. There's no body language (he's maybe prancing a bit in the side animation, but I think that's unintended).

In animation, so I'm told, exaggeration is the key. Make your characters act any time they move. Should this guy take bold, confident strides? Should he be almost marching, military fashion? Should he limp from an old wound? I don't know, I don't watch the show. I assume you do.

Your animation looks very good, and I think if you make it more dynamic and get some more personality in there, it will be really great. I'd just hate to see you spend time cleaning up a walkcycle that's fundamentally quite dull.

Sektor 13

Quote from: Krazy on Sat 05/02/2005 01:21:44
Not bad but he is sliding accross the floor, his feet should lift so you should be able to see the bottom of his foot. Example
Perhaps you should study other adventure games to see how it's done.

Yes i noticed that , i will make leg move more "up and down",,

Quote from: Dart on Sat 05/02/2005 02:34:14
With your front walk animation, it looks as if the guy is wiggling his arms instead of swinging them back and forth. Also, the guy's head looks oddly static as the rest of his body is moving quite vividly, yet the neck and head aren't.

I suggest you add a one pixel bounce to his walk to get rid of the staticness of the head, and straighten out his arms and hands (as they're both a bit too much curved). You could also tone down his chest-swinging.

Yes it is true, i will look into it..

Quote from: Snarky on Sat 05/02/2005 03:33:48
Your walkcycles seem a bit... insufficient. The movements are quite small, almost timid. The result is that it looks anonymous: Yeah, the character is moving forward, but he's not expressing anything with his walk. There's no body language (he's maybe prancing a bit in the side animation, but I think that's unintended).

In animation, so I'm told, exaggeration is the key. Make your characters act any time they move. Should this guy take bold, confident strides? Should he be almost marching, military fashion? Should he limp from an old wound? I don't know, I don't watch the show. I assume you do.

Your animation looks very good, and I think if you make it more dynamic and get some more personality in there, it will be really great. I'd just hate to see you spend time cleaning up a walkcycle that's fundamentally quite dull.

I know what you mean, but i think that will still be the hardest thing to do. ...

Snarky

OK, some more specific criticisms, then.

I would make the steps much, much longer. Currently in the side view when he puts down his foot, the heel is just barely in front of the toe of his other foot. Each step, he only moves the length of one foot forwards.

A normal step has about a foot's length separation between the front foot and the back foot, which is double the stride of your walkcycle. If the person is taking long steps or you want to exaggerate the animation, you could triple the length of each stride.

Your side walkcycle doesn't include frames for the point when the front leg is straight with the foot just touching the ground. You should always draw your character in the most extreme, most fully extended positions (the keyframes), because those define the movement and make your animations more dynamic.

A person walking normally does not keep his foot flat and put it down straight. The foot is kept perpendicular to the leg, so the toes point slightly up, and the heel is put down before the rest of the foot. (This is true even wearing boots. I just checked.) Have another look at the tutorial I linked to in my last post. This will be easier to do when you make the steps longer.

Sektor 13

huh i have been fixing this "front walk" anim for whole day, just pixel here and ther... and it still doesnt look complete, i didnt touched the head yet..




Quote from: Snarky on Sat 05/02/2005 17:44:12
OK, some more specific criticisms, then.

I would make the steps much, much longer. Currently in the side view when he puts down his foot, the heel is just barely in front of the toe of his other foot. Each step, he only moves the length of one foot forwards.

A normal step has about a foot's length separation between the front foot and the back foot, which is double the stride of your walkcycle. If the person is taking long steps or you want to exaggerate the animation, you could triple the length of each stride.

Your side walkcycle doesn't include frames for the point when the front leg is straight with the foot just touching the ground. You should always draw your character in the most extreme, most fully extended positions (the keyframes), because those define the movement and make your animations more dynamic.

A person walking normally does not keep his foot flat and put it down straight. The foot is kept perpendicular to the leg, so the toes point slightly up, and the heel is put down before the rest of the foot. (This is true even wearing boots. I just checked.) Have another look at the tutorial I linked to in my last post. This will be easier to do when you make the steps longer.

I am on it, almost  :-\ ...

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