Standing and idle animations?
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- Redeth
- Art Contributor
- Posts: 338
- Joined: January 21st, 2006, 5:08 pm
- Location: Buenos Aires, Argentina
Good, let's keep this moving feast going. If you guys committing the animations need any help with the timing and correct sequencing of the frames please let me know. The .gifs should be a good reference but some of them are a little tricky, like the modified and finished version of the orcish archer.
Oh, animated terrain would be nice and I'm pretty sure it can be done right (that is, in a "not annoying" way). But I won't go into it for now and we should have none of that on this thread: in order to make progress we have to focus, Daniel-san
So here you go, the .zip with the .pngs for the longbowman and orc archer, and the 'new kid in town', which I don't think needs much explanation or justification... if there's a single unit in Wesnoth that would perform such an action, the halberdier would be it.
By the way, the small particles of dirt are partially transparent and slowly vanish as they reach the ground (effect sadly lost in .gif), so they should look just fine on any terrain.
Oh, animated terrain would be nice and I'm pretty sure it can be done right (that is, in a "not annoying" way). But I won't go into it for now and we should have none of that on this thread: in order to make progress we have to focus, Daniel-san
So here you go, the .zip with the .pngs for the longbowman and orc archer, and the 'new kid in town', which I don't think needs much explanation or justification... if there's a single unit in Wesnoth that would perform such an action, the halberdier would be it.
By the way, the small particles of dirt are partially transparent and slowly vanish as they reach the ground (effect sadly lost in .gif), so they should look just fine on any terrain.
- Attachments
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- orc-archer-&-longbowman-idling.zip
- (24.47 KiB) Downloaded 183 times
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- orc-archer-idle-animation-2.gif (6 KiB) Viewed 5170 times
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- halberdier-idle-animation-1.gif (9.65 KiB) Viewed 5171 times
- Rojo Capo Rey de Copas -
It would be very useful to post this for any animations where:Redeth wrote:Good, let's keep this moving feast going. If you guys committing the animations need any help with the timing and correct sequencing of the frames please let me know. The .gifs should be a good reference but some of them are a little tricky, like the modified and finished version of the orcish archer.
• The frames are not in a simple linear sequence
• The frames have different durations
Using a form of shorthand would of course be good, eg:
[sequence] (normally 100ms/frame)
1
2
3
[loop-twice]
4
5 -50ms
6 -120ms
[/loop-twice]
3
2
1
[/sequence]
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- Posts: 984
- Joined: February 21st, 2006, 11:02 pm
- Location: 0x466C616D65
Please and thank you! This is the most difficult part of the whole process for me. I don't have a finely-tuned eye to see the small variations in timing, so I've just assumed a default of 100 ms per frame on the animations I've committed (except the peasant, which you were very specific about). I have been able to puzzle out the sequencing by grabbing the gifs and opening them in Preview on my Mac, which breaks down the animation into individual frames. Then I just compare them to the pngs and figure out the sequence, but this is time-consuming and cumbersome. Maybe I'll eventually get proficient at deconstructing animations, but right now I suck at it (which is why I'm the commit idiot and not an artist.)Redeth wrote:Good, let's keep this moving feast going. If you guys committing the animations need any help with the timing and correct sequencing of the frames please let me know. The .gifs should be a good reference but some of them are a little tricky, like the modified and finished version of the orcish archer.
Perfect!Jetryl wrote:It would be very useful to post this for any animations where:
• The frames are not in a simple linear sequence
• The frames have different durations
Using a form of shorthand would of course be good, eg:
[sequence] (normally 100ms/frame)
1
2
3
[loop-twice]
4
5 -50ms
6 -120ms
[/loop-twice]
3
2
1
[/sequence]
Post the information here, or put it in a text file and include it in the zipped file, it doesn't much matter to me. Just getting the information would be so incredibly helpful I don't care how it gets delivered. Others might have a preference, though, so I'll be content with whatever everyone else wants.
BTW, I just want to say how unbelievably awesome I think these animations are. I'm just gobsmacked every time I see a new animation from you guys. There are times when I actually laugh in delight at the antics of these units.
--
Karen
- Redeth
- Art Contributor
- Posts: 338
- Joined: January 21st, 2006, 5:08 pm
- Location: Buenos Aires, Argentina
That is, roughly, 90% of themJetryl wrote:It would be very useful to post this for any animations where:
• The frames are not in a simple linear sequence
• The frames have different durations
Oh no Stupid me, this is bad... Ok, no need to panic... it took me a while but I'm posting this simple .txt with all the right sequences for all the animations (except the swordsman since it's zookeeper's creation and he'd have known how to do it properly). I used Jetryl's template.kbaskins wrote:Please and thank you! This is the most difficult part of the whole process for me. I don't have a finely-tuned eye to see the small variations in timing, so I've just assumed a default of 100 ms per frame on the animations I've committed (except the peasant, which you were very specific about).
These represent the exact way the final .gifs look, but feel free to play around if you think you can improve them in any way.
From now on I'll include an individual .txt along with the .zip for each new animation.
I'm sorry for causing you such trouble, I should have thought of this a long time ago..kbaskins wrote:I have been able to puzzle out the sequencing by grabbing the gifs and opening them in Preview on my Mac, which breaks down the animation into individual frames. Then I just compare them to the pngs and figure out the sequence, but this is time-consuming and cumbersome. Maybe I'll eventually get proficient at deconstructing animations, but right now I suck at it (which is why I'm the commit idiot and not an artist.)
Thanks, and do not hesitate to post new ideas for more idling animations.kbaskins wrote:BTW, I just want to say how unbelievably awesome I think these animations are. I'm just gobsmacked every time I see a new animation from you guys. There are times when I actually laugh in delight at the antics of these units.
So... the aforementioned .txt, a new one (sergeant animation), and the .zip with the .pngs for the halberdier and sergeant (their sequencing is included in the .txt).
15 animations done and finished, not so bad eh?
- Attachments
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- sequences.txt
- (2.06 KiB) Downloaded 216 times
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- halberdier-&-sergeant-idling.zip
- (61.06 KiB) Downloaded 267 times
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- sergeant-idle-animation-1.gif (9.8 KiB) Viewed 5028 times
- Rojo Capo Rey de Copas -
Oops.Redeth wrote:That is, roughly, 90% of themJetryl wrote:It would be very useful to post this for any animations where:
• The frames are not in a simple linear sequence
• The frames have different durations
I'm not panicking. It's no big deal. I just have to change a few lines of code and recommit the files. Honestly, it's a moment's work. It's my own fault for not bringing this up earlier. Another lesson learned.Redeth wrote:Oh no Stupid me, this is bad... Ok, no need to panic...kbaskins wrote:Please and thank you! This is the most difficult part of the whole process for me. I don't have a finely-tuned eye to see the small variations in timing, so I've just assumed a default of 100 ms per frame on the animations I've committed (except the peasant, which you were very specific about).
Don't beat yourself up about it. I take full responsibility for just assuming instead of asking earlier. And really, it's a fairly quick fix.Redeth wrote:it took me a while but I'm posting this simple .txt with all the right sequences for all the animations (except the swordsman since it's zookeeper's creation and he'd have known how to do it properly). I used Jetryl's template.
These represent the exact way the final .gifs look, but feel free to play around if you think you can improve them in any way.
From now on I'll include an individual .txt along with the .zip for each new animation.
I'm sorry for causing you such trouble, I should have thought of this a long time ago..kbaskins wrote:I have been able to puzzle out the sequencing by grabbing the gifs and opening them in Preview on my Mac, which breaks down the animation into individual frames. Then I just compare them to the pngs and figure out the sequence, but this is time-consuming and cumbersome. Maybe I'll eventually get proficient at deconstructing animations, but right now I suck at it (which is why I'm the commit idiot and not an artist.)
The only idea I have for more idling animations is for you to make more idiling animations. I love them.Redeth wrote:Thanks, and do not hesitate to post new ideas for more idling animations.kbaskins wrote:BTW, I just want to say how unbelievably awesome I think these animations are. I'm just gobsmacked every time I see a new animation from you guys. There are times when I actually laugh in delight at the antics of these units.
Thank you very much! You have no idea how helpful this is.Redeth wrote:So... the aforementioned .txt, a new one (sergeant animation), and the .zip with the .pngs for the halberdier and sergeant (their sequencing is included in the .txt).
I'm beyond impressed. Now get back to work, you slacker!Redeth wrote:15 animations done and finished, not so bad eh?
--
Karen
Hey, a quick thought on the implementation: will the standing animations match the unit's facing? So for example, if the Sergeant was facing to the left (our left that is) when the animation triggers, would the frames also reverse, or would he suddenly switch back to the standard facing (to the right) for the duration of the animation?
This has probably been taken care of already, but I was curious...
This has probably been taken care of already, but I was curious...
-
- Retired Developer
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- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
Ideas: silver mage teleports staff from one hand to the other. In fact, here is a prototype that people can work from. Feel free to work magic on it to improve it or turn it into an animated gif for everyone else to see.
- Attachments
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- silvermage-idle.tar.gz
- (27.74 KiB) Downloaded 218 times
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
- vonHalenbach
- Translator
- Posts: 398
- Joined: May 3rd, 2006, 10:23 am
- Location: united europe
Silver mage idle animation my first try
Hi ! I am certainly no artist, but i have tried to make Darth Fool's animation a bit better. Had some time to waste.
Here it is!
This was a funny task.
I had fun.
EDIT: Maybe he should throw the stick back to the right side? This seems to be not quite finished. Your comments are welcome!
Greetings
Stefan
Here it is!
This was a funny task.
I had fun.
EDIT: Maybe he should throw the stick back to the right side? This seems to be not quite finished. Your comments are welcome!
Greetings
Stefan
- Attachments
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- new1
- silver-mage-idle-1.gif (26.78 KiB) Viewed 4870 times
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- silvermage-new1.tar.gz
- new reworked. Version 1.1
- (31.96 KiB) Downloaded 229 times
http://brilliantanyway.blogspot.com/ Brilliant Anyway
Re: Silver mage idle animation my first try
That looks good, instead of having the staff suddenly turn into a ball of 'magic.' Have it instead slowly form into that ball, then transfer as normal, and probably, transfer back magically.
I am Oreb, Lord of the Darthien
Give your comments to the World of Orbivm
Give your comments to the World of Orbivm
(List compiled by Redeth and updated by kbaskins on September 30)
This is what we have in the idling department, so far:
-Peasant committed
-Swordsman committed
-Fencer committed
-Longbowman
-Sergeant committed
-Halberdier
-Dwarf Fighter committed
-Dwarf Warrior committed
-Dwarf Runemaster committed
-Elf Archer committed
-Skel Archer
-Goblin Spearman
-Ogre committed
-Naga Fighter
-Orc Archer
This is what we have in the idling department, so far:
-Peasant committed
-Swordsman committed
-Fencer committed
-Longbowman
-Sergeant committed
-Halberdier
-Dwarf Fighter committed
-Dwarf Warrior committed
-Dwarf Runemaster committed
-Elf Archer committed
-Skel Archer
-Goblin Spearman
-Ogre committed
-Naga Fighter
-Orc Archer
- vonHalenbach
- Translator
- Posts: 398
- Joined: May 3rd, 2006, 10:23 am
- Location: united europe
Re: Silver mage idle animation my first try
The blue ball of magic was Darth Fool's idea. I can try to fold or shrink the staff and turn him into a ball and back to staff. hopefully not needing too much frames for that. The blue ball of light can be ditched for a dark silvery ball of material. kind of a cannonball.Oreb wrote:That looks good, instead of having the staff suddenly turn into a ball of 'magic.' Have it instead slowly form into that ball, then transfer as normal, and probably, transfer back magically.
The idea is good, it certainly is too static. I can try it, but as i sayd before i am not very good in drawing things.The mage looks way too static, make his eyes (or better turn the whole head) following the path of the circle.
http://brilliantanyway.blogspot.com/ Brilliant Anyway