Hearts of the North - Art
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Hearts of the North - Art
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Last edited by fable_lake on June 30th, 2022, 4:57 pm, edited 1 time in total.
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Re: Hearts of the North - Art
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Last edited by fable_lake on June 30th, 2022, 4:57 pm, edited 2 times in total.
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Re: Hearts of the North - Art
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Last edited by fable_lake on June 30th, 2022, 4:57 pm, edited 2 times in total.
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Re: Hearts of the North - Art
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Last edited by fable_lake on June 30th, 2022, 4:58 pm, edited 2 times in total.
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Re: Hearts of the North - Art
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Re: Hearts of the North - Art
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Last edited by fable_lake on June 30th, 2022, 4:59 pm, edited 3 times in total.
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Re: Hearts of the North - Art
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Last edited by fable_lake on June 30th, 2022, 4:59 pm, edited 1 time in total.
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Re: Hearts of the North - Art
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Last edited by fable_lake on June 30th, 2022, 4:59 pm, edited 2 times in total.
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Re: Hearts of the North - Art
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Last edited by fable_lake on June 30th, 2022, 4:59 pm, edited 2 times in total.
Re: Hearts of the North - Art
For the orc's animations, you'll want to move more than just the arms. It doesn't need to be much, cut & slide the head or head+torso a pixel might be enough.
It looks odd to have the dwarf's head locked in position while the feet are moving. Simply repositioning some of the frames might be enough.
It looks odd to have the dwarf's head locked in position while the feet are moving. Simply repositioning some of the frames might be enough.
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