New animations

Contribute art for mainline Wesnoth.

Moderators: Forum Moderators, Developers

Forum rules
Before posting critique in this forum, you must read the following thread:
Post Reply
User avatar
EELuminatus
Art Contributor
Posts: 68
Joined: December 27th, 2006, 3:05 pm
Contact:

Re: New animations

Post by EELuminatus » August 28th, 2009, 1:34 pm

Draug incoming?

Oh, yeah, I once said I'd care about him...
... well, "incoming" is still the right word. He came in in such a hurry, btw, that he appears to have lost his loincloth. :oops:
So, gotta work some more on him, but comments are already appreciated! :D
Attachments
draug_attack01-test.gif
draug_attack01-test.gif (10.46 KiB) Viewed 3477 times

User avatar
Thrawn
Moderator Emeritus
Posts: 2047
Joined: June 2nd, 2005, 11:37 am
Location: bridge of SSD Chimera

Re: New animations

Post by Thrawn » August 28th, 2009, 2:32 pm

The trajectory of your swing seems a bit off--the path should prolly be less sideways and rather more towwards the viewer (I think---tsi's animations had that problem awhile ago, and there is something similarly off about yours)

Otherwise, quite intimidating ^_^
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: New animations

Post by thespaceinvader » August 28th, 2009, 2:51 pm

The motion needs to be a lot bigger and faster - currently, it looks like he's standing in place and swinging. Remember that he's going to be moving forward a lot - the cape needs to really fly. The swing trajectory and the swoosh are off a little as well, and the wind-up could stand to be larger. See How_to_create_motion_blurs for the current schema.

Generally, this is a great start, keep up the good work.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.

Velensk
Multiplayer Contributor
Posts: 3987
Joined: January 24th, 2007, 12:56 am

Re: New animations

Post by Velensk » August 28th, 2009, 2:51 pm

Something else about it seems quite wrong to me, though I'm not sure what. I think it's something about the way he holds his weapon before attacking and the path that it takes. Also if that were sliding, he'd step forward before his swing, then somehow his back foot would slide ahead of it without appearing to leave the ground.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: New animations

Post by thespaceinvader » August 28th, 2009, 2:54 pm

It's worth noting that the vast majority of our weapon swings nowadays take only a single step, during which the attack both winds up and swings. Fitting in both steps in one animation is too difficult and takes too many frames. See, for instance, the recently-committed Thug animation, or orcish archer animation.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.

User avatar
EELuminatus
Art Contributor
Posts: 68
Joined: December 27th, 2006, 3:05 pm
Contact:

Re: New animations

Post by EELuminatus » August 28th, 2009, 5:43 pm

Uhh, lots of comments, on things I didn't even expect - excellent! :P

Swing trajectory & motion blur: Is it the "edges" that look odd to you? Or just what Thrawn said (that it should be more towards the viewer)? Otherwise, I don't really get it what's wrong, sorry - could you be more precise on that one? - Not re-reading everything on current motion blurs clearly was my fault - I only adapted to Jetryl's skeleton attack (monochrome, 60% opacity). Will be pimped up.

Flying cape: Aye. Will be done!

Single-step-attacks: sigh, actually I knew, but gave the more monumental evil attack a try - nevertheless, as I saved the legs in a special layer, that's a rather easy edit.

Speed: oops, the animation is too slow - the frames should actually last only 2/3 of the time. Here's a more speedy Draug (without any other changes, yet, only at normal speed).

... I'll try to realize all suggestions made collectively with the next update (even those not "re-commented". :wink: ) - Thanks!
Attachments
No edits, just at normal speed.
No edits, just at normal speed.
draug_attack01-test-fast.gif (10.46 KiB) Viewed 3413 times

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: New animations

Post by thespaceinvader » August 28th, 2009, 5:56 pm

I think the trajectory still goes across too much - it looks more like he's slapping with the flat of the blade than slicing. A downwards strike, ending with the body really leaning forward and the axe extended down and forwards would be a lot better.

Something more or less like this, for the first striking frame.
Attachments
strike.png
strike.png (3.49 KiB) Viewed 3405 times
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.

User avatar
Jetrel
Art Director
Posts: 7242
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: New animations

Post by Jetrel » August 29th, 2009, 1:08 pm

Simply speaking, it looks weak. It needs a MUCH more forceful strike.

More windup, wilder swing, more followthrough.

All the technique is otherwise great, but the core motion needs a lot more force to it. I look forward to the results, though. :D
Play Frogatto & Friends - a finished, open-source adventure game!

raptoRus
Posts: 60
Joined: August 25th, 2009, 5:21 pm
Contact:

Re: New animations

Post by raptoRus » September 9th, 2009, 7:53 am

i would use this animation. it is not perfect but is is really good.
it is much better than the "stand_only" animation.
better this one as none animation.
i would like see this animation in the game more than no animation.
and i dont think that somebody will create a better one in the near future.
sorry for bad english

User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: New animations

Post by thespaceinvader » September 9th, 2009, 8:11 am

Good for you. Feel free to use it.

We'll wait until it is perfected, however.

The draug already has a basic, 2-frame attack animation. If we're going to take the effort to replace it, we'll replace it with something as perfect as we can get it. This needs more work.


I'd appreciate it if you wouldn't keep wading into topics like these broadcasting your opinion like it is fact. You don't make the decisions.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.

User avatar
EELuminatus
Art Contributor
Posts: 68
Joined: December 27th, 2006, 3:05 pm
Contact:

Re: New animations

Post by EELuminatus » September 9th, 2009, 10:07 am

raptoRus wrote:i would use this animation. it is not perfect but is is really good.
Thanks, but there's really no need to replace it now - I will fix this one, asap.
Ideas are floating in my head, but I'm just not having quite the good times I'd like for doing some nice pixelwork, atm. :|
Only thing I can say is: it will be done. Probably this year. :P

raptoRus
Posts: 60
Joined: August 25th, 2009, 5:21 pm
Contact:

Re: New animations

Post by raptoRus » September 9th, 2009, 11:28 am

You don't make the decisions.
yes, but maybe i can help you to decide
Last edited by shadowm on September 9th, 2009, 6:24 pm, edited 1 time in total.
Reason: excessive smilies
sorry for bad english

AI
Developer
Posts: 2394
Joined: January 31st, 2008, 8:38 pm

Re: New animations

Post by AI » September 9th, 2009, 11:35 am

raptoRus wrote:
You don't make the decisions.
yes, but maybe i can help you to decide
No.

User avatar
Eternal
Art Contributor
Posts: 592
Joined: March 18th, 2006, 3:50 pm
Location: Finland

Re: New animations

Post by Eternal » September 9th, 2009, 12:46 pm

Hey, I suggest you hold it with the Draug. The current base frame has been bugging me for quite a while, and I recently started on a new one (I need to take some breaks from the dragon).
I wish I had more time in my hands.

User avatar
Federalist marshal
Art Contributor
Posts: 382
Joined: December 17th, 2007, 12:02 am

Re: New animations

Post by Federalist marshal » November 5th, 2009, 4:03 am

For the first time in awhile I've made some in-between frames again, this time two frames for the javelineer's attack animation. They're the 2nd and 4th frames in this gif animation; I've found that it might work with or without the final frame.
As always, comments are appreciated.
Attachments
javattack-added.gif
javattack-added.gif (7.74 KiB) Viewed 2197 times
javelineer-attack-melee-4.png
javelineer-attack-melee-4.png (1.94 KiB) Viewed 2197 times
javelineer-attack-melee-2.png
javelineer-attack-melee-2.png (1.86 KiB) Viewed 2197 times

Post Reply