Sleepwalker Animation Commissions WIP - Dwarves
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Looks great! I really have nothing constructive to add.
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Re: Sleepwalker Animation Commissions WIP - Dwarves
OK cool.
Here's the SE bob... I'm pretty happy with it except for maybe the shield. There's a single frame where it might look a bit snappy but I'm not sure if it's just something I'm seeing personally so I'm posting it as it is now.
Here's the SE bob... I'm pretty happy with it except for maybe the shield. There's a single frame where it might look a bit snappy but I'm not sure if it's just something I'm seeing personally so I'm posting it as it is now.
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- fighter-se-bob.rar
- (29.72 KiB) Downloaded 776 times
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- fighter-se-bob.gif (5.08 KiB) Viewed 22759 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves
I see what you mean about the shield. Maybe it would work if you didn't move the lines on the shield and just foreshortened the outside.
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Yeah your right, it's fixed now. Foreshortening wasn't my intention though, I wanted to give the impression the shield moved less than a pixels width, as is the movement on many other parts on the body on many frames... I can't make it easy on myself with dwarves as I did with the saurians. Too much movement would look odd as opposed to them.
I was still buggered with the NE baseframe... changed the angle on the shield and axe plus some other minor stuff. I'm happy with it now so here's the NE bob too...
NE axe attack finished... I read somewhere that Jetrel was pushing towards making all movement blurs opaque, to not mess up any teamcolors the blur might pass over. I haven't done so yet but I will edit the old SE attack animations to give them a opaque blur.
Just the NE defend and hammer attack animation left now, then I will adapt the rest in the line.
I was still buggered with the NE baseframe... changed the angle on the shield and axe plus some other minor stuff. I'm happy with it now so here's the NE bob too...
NE axe attack finished... I read somewhere that Jetrel was pushing towards making all movement blurs opaque, to not mess up any teamcolors the blur might pass over. I haven't done so yet but I will edit the old SE attack animations to give them a opaque blur.
Just the NE defend and hammer attack animation left now, then I will adapt the rest in the line.
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- fighter-ne-attack.gif (14.82 KiB) Viewed 22550 times
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- fighter-bob.gif (10.21 KiB) Viewed 22550 times
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- fighterbob+NEaxe.rar
- (105.66 KiB) Downloaded 780 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Looks good, and yeah, opaque blurs should be the standard going forward.
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Alrighty I made NE hammer as well as tweaking the existing attacks. They all got opaque blurs now. When making the hammer animation I increased the frame number by one. I felt the NE needed that so to keep it similar I did so with the SE as well.
Last time I posted the attack png's I just brainlessly named them fighter-ne-attack1 etc. But as the unit has 2 different melee attacks I renamed it back to axe and hammer...
EDIT: Oh yeah I added a bit of motion blur when he is raising the hammer on the NE attack. Tell me if this is undesired.
EDIT2: Still got 2 upload slots. Heres the NE defend and voila dwarf no.1 done... graphics wise. I will do some WML soon.
Last time I posted the attack png's I just brainlessly named them fighter-ne-attack1 etc. But as the unit has 2 different melee attacks I renamed it back to axe and hammer...
EDIT: Oh yeah I added a bit of motion blur when he is raising the hammer on the NE attack. Tell me if this is undesired.
EDIT2: Still got 2 upload slots. Heres the NE defend and voila dwarf no.1 done... graphics wise. I will do some WML soon.
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- fighterNEdefend.rar
- (18.78 KiB) Downloaded 815 times
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- fighter-ne-defend.gif (11.48 KiB) Viewed 22247 times
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- fighterattacks.rar
- (159.95 KiB) Downloaded 819 times
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- fighter-axe.gif (14.83 KiB) Viewed 22333 times
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- fighter-hammer.gif (10.68 KiB) Viewed 22333 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
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Re: Sleepwalker Animation Commissions WIP - Dwarves
OK I have done the WML, tested and tweaked everything to final status for the Fighter and its looking nice. Here's all the files bundled together: sprites (Some original sprites renamed), fighter.cfg and animation-utils.cfg
The macro added to animation-utils is DEFENSE_ANIM_DIRECTIONAL_FILTERED
Moving on I made some NE base frames for Steelclad and Lord. I also edited the existing SE baseframes making the same changes that has been done to the fighter before (boots and kneeguard).
The macro added to animation-utils is DEFENSE_ANIM_DIRECTIONAL_FILTERED
Moving on I made some NE base frames for Steelclad and Lord. I also edited the existing SE baseframes making the same changes that has been done to the fighter before (boots and kneeguard).
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- dorfs.png (13.61 KiB) Viewed 22203 times
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- DwarfFighterAnims.rar
- (350.25 KiB) Downloaded 775 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves
I'd nix the motion blur on the hammer raise N, it's somewhat distracting IMO. Otherwise, looking great as usual.
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Re: Sleepwalker Animation Commissions WIP - Dwarves
TSI: Are you sure? Here's the 2 frames without it.
Run for Steelclad.
Run for Steelclad.
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- StellcladRun.rar
- (96.32 KiB) Downloaded 770 times
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- fighter-ne-hammer4.png (4.42 KiB) Viewed 22041 times
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- fighter-ne-hammer3.png (4.46 KiB) Viewed 22041 times
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- fighter-ne-hammer3.gif (10.68 KiB) Viewed 22041 times
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- steelclad-run.gif (12.69 KiB) Viewed 22041 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Yep, definitely sure.
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Ok, I was afraid the movement might look too snappy otherwise.
Lord se run.
EDIT: Here's the NE run. Hmm I realized I uploaded mirrored frames of the steelclad run before... gonna fix that.
Lord se run.
EDIT: Here's the NE run. Hmm I realized I uploaded mirrored frames of the steelclad run before... gonna fix that.
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- lord-ne-run.gif (7.89 KiB) Viewed 21602 times
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- lord-ne-run.rar
- (48.7 KiB) Downloaded 742 times
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- rhinocharge
- lord-se-run.gif (9.29 KiB) Viewed 21817 times
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- lordSErun.rar
- (53.91 KiB) Downloaded 799 times
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Here's the proper steelclad run along with some minor fixes... Also an attack.
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- SteelcladRunAxe.rar
- (151.73 KiB) Downloaded 774 times
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- steelclad-run2.gif (12.7 KiB) Viewed 21598 times
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- steelclad-ne-attack.gif (16.69 KiB) Viewed 21598 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Brilliant work on that cape.
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Re: Sleepwalker Animation Commissions WIP - Dwarves
Thanks, have some more.
EDIT: Steelclad bob
EDIT: Steelclad bob
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- steelclad-bob.gif (11.5 KiB) Viewed 21467 times
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- SteelcladBob.rar
- (62.03 KiB) Downloaded 837 times
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- lord-ne-axe.rar
- (46.66 KiB) Downloaded 932 times
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- lord-ne-axe.gif (18.93 KiB) Viewed 21553 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
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Re: Sleepwalker Animation Commissions WIP - Dwarves
I have noticed a thing about the lord baseframe that's been nagging me, which if I am going to make a bob animation for it I will need to modify: It looks like the lord was originally designed to have a single sided axe, with the back of the axe blade resting on the shoulder... When the lord was later animated it was depicted with a double sided axe. To account for the double sided axe I changed the baseframe a bit. The original sprites arm was very long too so I made it more proportional. Now the axe is to the side of the shoulder.
Next to the new sprite is the original with unmodified boots and kneeguard.
Edit: Next animation is... apparently our portrait director.
Next to the new sprite is the original with unmodified boots and kneeguard.
Edit: Next animation is... apparently our portrait director.
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- lord-bob.gif (13.52 KiB) Viewed 21272 times
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- lord-bob.rar
- (65.13 KiB) Downloaded 768 times
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- lord baseframe.png (6.41 KiB) Viewed 21446 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
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