Idling Animations Commited
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Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
Idling Animations Commited
If you're interested in doing any sort of animation, please consult the list
here before proceeding. The units coloured green have base frames that are ready to go.
Idling animations for following units have been completed and committed:
Dwarves
Berserker
Fighter
Guardsman
Runemaster
Steelclad
Ulfserker
Elves (Wood)
Archer
Humans (Loyalist)
Dragoon
Fencer
General
Halberdier
Lieutenant
Longbowman
Peasant
Pikeman
Sergeant
Swordsman
Humans (Outlaw)
Footpad
Outlaw
Gobins
Direwolf Rider
Spearman
Wolf Rider
Nagas
Fighter
Ogres
Ogre
Orcs
Archer
Undead (Skeletal)
Archer
Skeleton
Idling animations for following units are in progress:
Elf Shaman (Redeth), Elf Sharpshooter (Flametrooper), Lich (ascendant), Saurian Skirmisher (Syntax_Error)
The idling animations were originally posted in this thread.
here before proceeding. The units coloured green have base frames that are ready to go.
Idling animations for following units have been completed and committed:
Dwarves
Berserker
Fighter
Guardsman
Runemaster
Steelclad
Ulfserker
Elves (Wood)
Archer
Humans (Loyalist)
Dragoon
Fencer
General
Halberdier
Lieutenant
Longbowman
Peasant
Pikeman
Sergeant
Swordsman
Humans (Outlaw)
Footpad
Outlaw
Gobins
Direwolf Rider
Spearman
Wolf Rider
Nagas
Fighter
Ogres
Ogre
Orcs
Archer
Undead (Skeletal)
Archer
Skeleton
Idling animations for following units are in progress:
Elf Shaman (Redeth), Elf Sharpshooter (Flametrooper), Lich (ascendant), Saurian Skirmisher (Syntax_Error)
The idling animations were originally posted in this thread.
Last edited by kbaskins on June 16th, 2007, 6:45 pm, edited 7 times in total.
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I read Completed and thought you have done everyone already .
Maybe use just committed?. I got very hopeless once i realized what it really was.
Maybe use just committed?. I got very hopeless once i realized what it really was.
Cuyo Quiz,where madness meets me
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Done.Flametrooper wrote:Add Elvish Sharpshooter to the In Progress list, please. I'm almost done.
And done.Cuyo Quiz wrote:I read Completed and thought you have done everyone already .
Maybe use just committed?. I got very hopeless once i realized what it really was.
BTW, anyone can edit the list whenever they want. I don't mind.
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Karen
No, they're not important at all for your campaign.
WesCamp-i18n - Translations for User Campaigns:
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
Sorry, idling animations won't work until 1.3.Sabata wrote:Hmm... is this already in game????
The units that have had idling animations created for them are all mainline units.Sabata wrote:i need to make update to 1.2... but this is not so important for custom campaings, rigth?? Since i almost finished editing/creating my units it would take too much time... and i am not good enougth yet.
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Karen
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I don't think anybody has to ask for wheter we want any animation for mainline units. If they're good, they go in. If there's already a good one, both can go in depending on filters or simply alternating randomly. Just look at the animation tutorial to see what's possible and provide any animations you feel like drawing.
WesCamp-i18n - Translations for User Campaigns:
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
http://www.wesnoth.org/wiki/WesCamp
Translators for all languages required: contact me. No geek skills required!
You can work on anything you want. I was just keeping track so we wouldn't get any duplication. Not that having more than one idling animation per unit is a bad thing, but it might be nice for units to have at least one done before we start doing alternates. That's just my view; if someone wants to do a second idling animation for a unit that already has one, that's their prerogative.Syntax_Error wrote:if nobody minds, i could take on Saurian Skirmisher myself.
(another try at animation after the Great Wose Death Making Failiure)
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Karen
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Syntax_Error:
To make a .GIF animation with GIMP:
1. Create an XCF image with each frame on a seperate layer. First frame goes on the bottom layer, last frame goes on top.
2. Do a 'save as' and change the extension type to .GIF.
3. A dialogue will appear giving you the option to 'save as animation'. Do just that.
4. A second dialogue allows you to choose (a) how long each frame is displayed and (b) whether or not you want your frames to stack.
5. You can also adjust the timing of each individual frame. After you have saved it, look at the names of your layers. They will all have been renamed to 'Frame 1 (180ms) (replace)' 'Frame 2...' etc etc. The number in brackets, 180ms in this example, dictates how many miliseconds the frame is displayed. Change this number to tune the timing of your frames.
And so, here is your peckish saurian. Snax.
To make a .GIF animation with GIMP:
1. Create an XCF image with each frame on a seperate layer. First frame goes on the bottom layer, last frame goes on top.
2. Do a 'save as' and change the extension type to .GIF.
3. A dialogue will appear giving you the option to 'save as animation'. Do just that.
4. A second dialogue allows you to choose (a) how long each frame is displayed and (b) whether or not you want your frames to stack.
5. You can also adjust the timing of each individual frame. After you have saved it, look at the names of your layers. They will all have been renamed to 'Frame 1 (180ms) (replace)' 'Frame 2...' etc etc. The number in brackets, 180ms in this example, dictates how many miliseconds the frame is displayed. Change this number to tune the timing of your frames.
And so, here is your peckish saurian. Snax.
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