What d'ya think/Remake of the Barbarians
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Ok i've had a go at animating, i'm going to leave the death animations to last as i don't know how to do those(well i do but i have no experience of doing them)
Well i've done the crusher
Well i've done the crusher
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- marauder-crusher-attack-alt.png (2.73 KiB) Viewed 2749 times
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- marauder-crusher-alt-defend.png (3.01 KiB) Viewed 2749 times
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- marauder-crusher-alt.gif (3.33 KiB) Viewed 2749 times
Yeah, now he looks like he's cuttin firewood that's lying on the ground.Jetryl wrote:The second and third frame of the crusher animation are fine, but he needs to raise the mace up a hell of a lot more in the first frame. It needs to be much further above his body than it is now.
IMvHO the whole hit should be directed higher, all the way from the beginning to the end.
I can do that.Ankka wrote:Yeah, now he looks like he's cuttin firewood that's lying on the ground.Jetryl wrote:The second and third frame of the crusher animation are fine, but he needs to raise the mace up a hell of a lot more in the first frame. It needs to be much further above his body than it is now.
IMvHO the whole hit should be directed higher, all the way from the beginning to the end.
I didn't say a bit higher, I said a LOT higher. His hands and arms will need to be raised, and they might be in front of his face.
There is a very common psychological barrier for artists, and that is that they are often afraid of hiding/obscuring parts of the thing they are drawing - you'll need to overcome this.
I've attached a picture that shows where the head of the mace should be - it's not an edit, by any means, because I don't have the time to do it right, but I just wanted you to see where the mace-head should go.
There is a very common psychological barrier for artists, and that is that they are often afraid of hiding/obscuring parts of the thing they are drawing - you'll need to overcome this.
I've attached a picture that shows where the head of the mace should be - it's not an edit, by any means, because I don't have the time to do it right, but I just wanted you to see where the mace-head should go.
Hrm, sorry to be nit-picky, but his hands shift in all three frames, from a grip at the end of the mace to a very widely-spaced grip, to a more centered grip. If he's swinging the mace from overhead, he's not going to be able to do that without losing a lot of power on the swing. I would suggest keeping his hands near the end of the mace, and keeping his arms relatively straight in the last two frames. Grab something long, and swing it downwards from over your head like an axe, and you'll see what I mean. I think the third attack frame would be fine if you just slide the mace out a bit, and move his left hand closer to his right. The second frame isn't as easy of an edit, tho. Clear as mud?
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That would mean sodding the animation and redoing the animation from scratch which i have neither the time or the complusion to do, anyway if you look at the other animations in the game they do not do to that much extent, at least nomore than i have.Boucman wrote:Don't forget that units are moving while attacking...
your legs move during the animation, but I'm afraid the unit will have an overall "sliding" feel to it if you don't turn it more sidewise during the animation...
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uhm. consider the skeleton or the javelineer. Ok, so I am partial to them since I did the animation, but they definately move their feet.Disto wrote:That would mean sodding the animation and redoing the animation from scratch which i have neither the time or the complusion to do, anyway if you look at the other animations in the game they do not do to that much extent, at least nomore than i have.Boucman wrote:Don't forget that units are moving while attacking...
your legs move during the animation, but I'm afraid the unit will have an overall "sliding" feel to it if you don't turn it more sidewise during the animation...
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- undead-skeleton-attack.png (1.73 KiB) Viewed 2600 times
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- undead-skeleton.png (1012 Bytes) Viewed 2600 times