New animations
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
- beetlenaut
- Developer
- Posts: 2829
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: New animations
So, I had some time. I'm sure these could be improved, but this is the limit of my skill. Are they good enough to be used? The zip file contains the pngs.
- Attachments
-
- archeranim.zip
- (33.53 KiB) Downloaded 786 times
-
- sword.gif (5.86 KiB) Viewed 18053 times
-
- bow.gif (7.48 KiB) Viewed 18053 times
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
- GUNINANRUNIN
- Posts: 4
- Joined: June 21st, 2017, 4:56 am
Re: New animations
I think there are some minor things about the bow attack animation that aren't quite right.
I like the springiness of the bow, but I feel it could be enhanced if the string and the tips of the bow didn't return to their original place right away but instead moved forward 1 pixel, then back, to suggest deceleration and further emphasize the flexibility of the bow. The rest of the movement isn't as smooth as the movement of the bow, so I would suggest upping the speed of the frames leading up to and trailing the bow shot. When the right hand releases the string the hand should open and the arm should recoil and drop a bit instead of staying frozen in place. Also, I think the handle of the bow should be stiffer, right now it opens and stretches quite dramatically.
I made an edit of it that addresses these concerns. Would it be okay if I posted it?
I like the springiness of the bow, but I feel it could be enhanced if the string and the tips of the bow didn't return to their original place right away but instead moved forward 1 pixel, then back, to suggest deceleration and further emphasize the flexibility of the bow. The rest of the movement isn't as smooth as the movement of the bow, so I would suggest upping the speed of the frames leading up to and trailing the bow shot. When the right hand releases the string the hand should open and the arm should recoil and drop a bit instead of staying frozen in place. Also, I think the handle of the bow should be stiffer, right now it opens and stretches quite dramatically.
I made an edit of it that addresses these concerns. Would it be okay if I posted it?
- ForestDragon
- Posts: 1784
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: New animations
Yes, feel free to do that.GUNINANRUNIN wrote:I made an edit of it that addresses these concerns. Would it be okay if I posted it?
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- GUNINANRUNIN
- Posts: 4
- Joined: June 21st, 2017, 4:56 am
Re: New animations
Thanks. I attached a .gif of just the attack animation.
Edit: Added a .zip containing .pngs with the proper naming convention, also fixed the opacity on the shadows.
Edit: Added a .zip containing .pngs with the proper naming convention, also fixed the opacity on the shadows.
- Attachments
-
- archeranim.zip
- (17.16 KiB) Downloaded 805 times
-
- bow.gif (6.32 KiB) Viewed 17776 times
Last edited by GUNINANRUNIN on June 21st, 2017, 6:48 pm, edited 1 time in total.
- ForestDragon
- Posts: 1784
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: New animations
Looks better now!
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- beetlenaut
- Developer
- Posts: 2829
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: New animations
Uh...It already does that, doesn't it?GUNINANRUNIN wrote:I like the springiness of the bow, but I feel it could be enhanced if the string and the tips of the bow didn't return to their original place right away but instead moved forward 1 pixel, then back
Sure, but this is just a .gif, not the actual animation. The animation timing can and would be tweaked in the .cfg file.GUNINANRUNIN wrote:I would suggest upping the speed of the frames leading up to and trailing the bow shot.
You're right that the arm should recoil a bit, and you were more successful at making the hand open than I was. (I was trying to make just the two fingers open. That was probably my mistake.) However, the arm should definitely not drop. That would not be physically possible.[/quote]GUNINANRUNIN wrote:When the right hand releases the string the hand should open and the arm should recoil and drop a bit
Less dramatic stretching might be nice, but it's only a pixel, so it can't be less than that. I didn't originally do that either, but without it, the wood of the bow has to get a little longer. (That happens in your animation.) I thought that was worse.GUNINANRUNIN wrote:Also, I think the handle of the bow should be stiffer, right now it opens and stretches quite dramatically.
I don't know how much this matters though. There is still the female and a bunch of other really bizarre bows that the elves have--I think they were drawn by someone who had never used a bow in real life--but I'm not working on them any more. That's because this has sat up here for almost two months and no official artist has said yea or nay. I took that to mean, "Thanks, but no thanks."
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
- GUNINANRUNIN
- Posts: 4
- Joined: June 21st, 2017, 4:56 am
Re: New animations
Does that mean that the artist who develops an animation is responsible for tweaking the .cfg on an existing animation if he wants to change the timing, or do coders normally look at an animation and then match the timing when they commit it?beetlenaut wrote: Sure, but this is just a .gif, not the actual animation. The animation timing can and would be tweaked in the .cfg file.
- beetlenaut
- Developer
- Posts: 2829
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: New animations
Usually, the artists learn enough animation WML to set the timings how they want and submit the .cfg or at least the timings part of it when they submit the final frames of the animation. The coders will test it in game, and sometimes they adjust it to fit better. If you submit the final frames without a .cfg, the coders will do whatever seems right to them. That might be fine, but might not be exactly what you wanted.
Animated avatars are not allowed. You should change it now to avoid a moderator's wrath. (Or at least their friendly warning.)
Animated avatars are not allowed. You should change it now to avoid a moderator's wrath. (Or at least their friendly warning.)
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: New animations
Have you seen the wiki page on making bow animations? It makes a lot of the discussion here a bit moot, and might explain the crickets from the artists. Your and GUNINANRUNIN's sprites still look pretty good to me though!beetlenaut wrote:I don't know how much this matters though. There is still the female and a bunch of other really bizarre bows that the elves have--I think they were drawn by someone who had never used a bow in real life--but I'm not working on them any more. That's because this has sat up here for almost two months and no official artist has said yea or nay. I took that to mean, "Thanks, but no thanks."
The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Re: New animations
I'll just note that's it's lack of personnel as much as anything. There is no group of official artists silently gazing with icy contempt at unacceptable contributions. In this case, Samonella's link probably does have a lot to do with it though.beetlenaut wrote: no official artist has said yea or nay.
The artist really should test the animation, so adjusting the .cfg is pretty much required. There are some exceptions where the animation is "standardized" (usually with a macro), but even then, you should still test the animation.GUNINANRUNIN wrote:Does that mean that the artist who develops an animation is responsible for tweaking the .cfg on an existing animation if he wants to change the timing, or do coders normally look at an animation and then match the timing when they commit it?
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: New animations
hey!! almost a year later I got around to finished the HI swing!
- Attachments
-
- heavyinfantry-v2.gif (12.86 KiB) Viewed 16418 times
Re: New animations
Nice job, Zoomo.
Can you post the PSD, XCF, or whatever master file you used for that GIF? It's not up to me to say whether that is final or not, but it's a good asset to have, you've certainly done the heavy lifting.
Thanks.
Can you post the PSD, XCF, or whatever master file you used for that GIF? It's not up to me to say whether that is final or not, but it's a good asset to have, you've certainly done the heavy lifting.
Thanks.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: New animations
yeah, definitely!
- Attachments
-
- heavyinfantry v2.psd
- (201.96 KiB) Downloaded 728 times
Re: New animations
Looks like you just need to add shadows to the frames and it should be ready to go in!
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?