New animations

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thespaceinvader
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Re: New animations

Post by thespaceinvader »

mystic x the unknown wrote:updated mage death
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I've spoken with Jetryl, and he's OK'd this for committing. I'll do it when I have time, if noone else has done so beforehand.

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Re: New animations

Post by Woodwizzle »

Looks great. The feet coming up and back down at the end seems pretty slow. I'd speed that part up a tad.
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Re: New animations

Post by woodmouse »

I tried making a death anim for the Bat.
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Turuk
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Re: New animations

Post by Turuk »

The concept is nice, my only tiny teensy minor issue is that your bat looks significantly different from the actual bat.
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thespaceinvader
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Re: New animations

Post by thespaceinvader »

You've completely changed the bat, and then done little more than a cut-and-slide animation.

No.

Try harder next time.
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Re: New animations

Post by saska »

melinath in another topic wrote:If this is something you really care about, you could give it a shot. If you learn enough and get good enough, you could maybe someday see the fruits of your labors. This is general Wesnoth practice.
If you don't care about it enough to try it yourself, you won't see it for a long, long time. (If ever.)
Yeah that would be cool but I think Jetrel and others were right saying that it is just too much work to do more directional facings.

I posted in this topic beacuse I think that I'm going to try some other animating. Only problem is that i havent found any list or anything about which animations are needed or which are done. Are there any?


And please forgive me if I was impolite now or in another topic. I'm struggling every time I'm writing in english so if I'm impolite it most likely means I just couldn't be polite.
Last edited by saska on July 29th, 2009, 9:06 pm, edited 1 time in total.
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thespaceinvader
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Re: New animations

Post by thespaceinvader »

There's a list in the Art Development forum http://www.wesnoth.org/forum/viewtopic.php?f=18&t=21512 though it's by no means complete. Feel free to grab just about any unit which doesn't currently have a full set of high quality animations and show us what you can do. The Dwarf Fighter line's hammer attack would probably be a good place to start, since the rest of the line has up-to-date animations (more or less).
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Re: New animations

Post by saska »

Thanks for help thespaceinvader. Just posted to show that I actually started to do something but its not yet ready. I'll continue tomorrow.

E: Oh, and sorry for orange background. It's more comfortable for me to watch some warm and nice color all the time when drawing.
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Jetrel
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Re: New animations

Post by Jetrel »

saska wrote:Thanks for help thespaceinvader. Just posted to show that I actually started to do something but its not yet ready. I'll continue tomorrow.

E: Oh, and sorry for orange background. It's more comfortable for me to watch some warm and nice color all the time when drawing.
That looks surprisingly good for a new arrival's work, however the basic scheme behind the animation is very stiff. His body in your animation is moving like a wooden nutcracker. When you move arms like he is, the rest of the body gets twisted around by them.

Second of all, his foot motion should be more like the regular dwarven axe animation, with him hopping towards the opponent. What you're doing will not 'read' well in-game.


I encourage you to continue on this, but you'll need to make a major overhaul of it for it to be good enough to go in-game.
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saska
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Re: New animations

Post by saska »

Jetrel wrote: Second of all, his foot motion should be more like the regular dwarven axe animation, with him hopping towards the opponent. What you're doing will not 'read' well in-game.

I encourage you to continue on this, but you'll need to make a major overhaul of it for it to be good enough to go in-game.
Thanks for feedback. For what you said I thought that wouldn't it be easier to copy the axe attack and just switch the weapon or should the hammer attack be somewhat different?

Edit: I'll wait someone to answer before continuing with this.
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Re: New animations

Post by Jetrel »

saska wrote:
Jetrel wrote: Second of all, his foot motion should be more like the regular dwarven axe animation, with him hopping towards the opponent. What you're doing will not 'read' well in-game.

I encourage you to continue on this, but you'll need to make a major overhaul of it for it to be good enough to go in-game.
Thanks for feedback. For what you said I thought that wouldn't it be easier to copy the axe attack and just switch the weapon or should the hammer attack be somewhat different?

Edit: I'll wait someone to answer before continuing with this.
We probably want the hammer to swing in a different arc, but otherwise, yes, you should copy the axe animation.
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Re: New animations

Post by thespaceinvader »

I wonder whether we ought to stow the shield into hammerspace (oh, the irony, i know) and make the hammer larger, and swing it in a two-handed swing like the pathfinder and Explorer do - then there's a very distinctly different animation for the hammer and the axe, which is important.
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Re: New animations

Post by Jetrel »

thespaceinvader wrote:I wonder whether we ought to stow the shield into hammerspace (oh, the irony, i know) and make the hammer larger, and swing it in a two-handed swing like the pathfinder and Explorer do - then there's a very distinctly different animation for the hammer and the axe, which is important.
Possibly - or have the shield arm get in on the action without the shield being taken off his arm. It's quite plausible if the shield is strapped to his arm, and I think it'd be a neat trick we haven't done before.
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Re: New animations

Post by thespaceinvader »

I support this product and/or endeavour. So Saska, if you feel you're up to the challenge, take a look at the animation for the Dwarvish Pathfinder (this one Image though you'd better also look at the frames in 1.7.2) and see if you can do the same thing with the Dwarf Fighter's hammer attack, but keepign the shield on his arm during the animation. You're welcome to redesign the hammer to make the two-handed motion work. Something like Karrag's hammer Image would probably work well, thoguh with a wooden, rather than ...odd blue... handle.

Give it a shot =)
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Re: New animations

Post by saska »

I advanced this far when I read this topic again:
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Thespaceinvader said that hammer could be bigger which means that it should be holded like Karrag holds his hammer. I'll do this if you think it would be better than that one i've done so far. In any case I'm planning to make the swing two handed and straight over his head just like Pathfinder does.

By the way I'm at the moment idling at #wesnoth so feel free to answer me there.

E: Problem solved. Now I'm ready to make it. I hope this ends up well.
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