Cloud's animations

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thespaceinvader
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by thespaceinvader »

Oh, that's cool.

I'll get final confirmation from jet, and probably get these committed this evening.

Great work. Thanks. Looking forward to the D'Guard.
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Cloud
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by Cloud »

Quickly followed by the D'guard. There's little difference, apart from the bigger blade, longer cloak and slightly more hidey defense frames.

Urgh the motion blur now looks ****. I'll try and rework it before I post a zip.
Last edited by Cloud on August 18th, 2009, 3:14 pm, edited 2 times in total.
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by thespaceinvader »

Yeah, you bent the swipe a bit. But otherwise, that looks good to me. I'll have a quick word with you in PM before we commit.
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Cloud
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by Cloud »

Hopefully fixed and now zipped.
Attachments
thunderguard-blade.zip
(18.72 KiB) Downloaded 278 times
dragonguard-blade.gif
dragonguard-blade.gif (6.52 KiB) Viewed 3296 times
dragonguard-blade-slowmo.gif
dragonguard-blade-slowmo.gif (6.54 KiB) Viewed 3296 times
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melinath
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by melinath »

Looks great. I know this isn't such a big deal; maybe it's just going to be fixed when the animation is committed: the shadow is not at 60% opacity in some frames.
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Cloud
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by Cloud »

Shadows are proper on the png files, the gif files have a way of distorting transparency (though as to how it happened with the grey background I'm not entirely sure).

(Edit: reworded to actually make sense)
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by thespaceinvader »

Umm... the zip you posted is for the t'guard, not the d'guard...
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by Cloud »

:oops: so it is. Here's the real one
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dragonguard-blade.zip
(21.17 KiB) Downloaded 306 times
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by Cloud »

Here's a sneaky-peak at the blocking for Mr. T's dwarf cousin the Fighter hammer animation. I might as well keep it in this topic than clog up another topic. (Oh I'm aware he loses his shield and then his shoulderpad, I'm working on it)
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Stop... Hammertime!
Stop... Hammertime!
fighter-hammer.gif (2.61 KiB) Viewed 3234 times
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thespaceinvader
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Re: REQUEST: Thunderguard and Dragonguard melee animations

Post by thespaceinvader »

Keeping the shield on his arm would be acceptable, by the way. But so far, this looks like a good start, and I'm equally happy for it to go on his back, or disappear completely into hammerspace (where the hammer, of course, is stored...). Otherwise so far, this looks good, aside from the fact that the hammer in the final frame is viewed from the wrong perspective - we see the bottom of it slightly, when we should see the top slightly.

I'll edit the thread title to reflect its changing purpose - you're welcome to repurpose it as your own animation thread, if you intend to continue to provide such sterling work to the project =)
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Re: Cloud's animations

Post by Cloud »

Ah I knew something was wrong with it, and figured it might go away during shading.

Thanks for the title change.

I did inted to have the shield on his arm at all times, but to be honest I wasn't looking forward to fine-tuning it's perspective every frame. So I decided to put it on his arm for a possible defense frame.

Two more frames on the attack then it will be ready for shading.

Edit: two frames done.
fighter-hammer.gif
fighter-hammer.gif (8.15 KiB) Viewed 3184 times
Yes I had to, but at least I don't make and shade a bat-maid!
Still needs the perspective change on the last windup frame, but I'll do the next.
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Re: Cloud's animations

Post by Girgistian »

This is Spata? What an outrageous display of illetareteness!
Overall, this looks really good though, except for the perspective thing with the wind-up. Did you intend the hammer to enlarge during the strike? Deformations like this are often used in certain types of games to add 'strength' to the strike, but wesnoth, as far as I know, hasn't consorted to it.
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thespaceinvader
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Re: Cloud's animations

Post by thespaceinvader »

Yeah, you need to take care of the weapon sizes, but I presume you'll clear that up at shading. Overall, looks good so far. However, I think you need to lean the body forwards a decent amount more, and make the arms a touch longer, to bring the final strike down a good deal more. It doesn't help that in one of the two repetitions, you go the strike frames the wrong way round, too :P

But keep it up, it will be great to see this right through the line.

Committed the D' and T'guard anims you did to Trunk. Nice work.
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Re: Cloud's animations

Post by Boucman »

that's your first mainline commit, isn't it ?
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Cloud
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Re: Cloud's animations

Post by Cloud »

Girgistian wrote:This is Spata? What an outrageous display of illetareteness!
Well I had to avoid... um... copyright *shifty eyes*

He is a dwarf after all, spelling isn't their strong point. *double shifty eyes*
Girgistian wrote:Did you intend the hammer to enlarge during the strike? Deformations like this are often used in certain types of games to add 'strength' to the strike, but wesnoth, as far as I know, hasn't consorted to it.
No I didn't mean to, it's something I can probably work better at during shading, and I just got a little lazy and forgot to check it at the end of the animation.

Anyway, the base frame is now shaded, and I'm pretty satisfied with it, apart from the -expletives deleted- hammer. The shading on that thing just won't come like the rest of it did :|.

Indeed Bouncman :)

Edit: included animation in proper order, and without my atrocious spelling.
Attachments
fighter-hammer.gif
fighter-hammer.gif (4.17 KiB) Viewed 3123 times
fighter-hammer.png
fighter-hammer.png (1.98 KiB) Viewed 3127 times
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