rhyging5 animation comission - trolls
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Re: rhyging5 animation comission - trolls
Yeah - please stick with sleepwalkers latest edits, and just proceed to animation.
This is looking good now.
This is looking good now.
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- rhyging5
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Re: rhyging5 animation comission - trolls
......thks for the Sw improvements, very useful. I begin for the Running SE, have 10 frames, the same as Sw style. Tried to do a bit crouched pose. Time to feedbacks.
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Re: rhyging5 animation comission - trolls
It looks very nice, but here's some thoughts:
I don't think running in an upright position is OK. In the lore the whelp can't walk properly and shambles around on all fours... Running I imagine is harder than walking. A monkey kind of run would suit more... I couldn't find a better reference than this in a short time.
If Jet or TSI overrule and say it is fine, or if you intend to adapt the animation to lvl 2 and 3 then here's some other points:
His right shoulder could move more forward during the arms swing forward.
His left arm is a little snappy on the forward movement.
Did you intentionally leave out the tusks?
It looks more like a fast walk than a run because the foot movement lacks "step-off" shooting the body up and forward a little and it's also lacking some momentum (That is, the legs should spend more time in their out-most positions before the foot hits the ground again.)
I don't think running in an upright position is OK. In the lore the whelp can't walk properly and shambles around on all fours... Running I imagine is harder than walking. A monkey kind of run would suit more... I couldn't find a better reference than this in a short time.
If Jet or TSI overrule and say it is fine, or if you intend to adapt the animation to lvl 2 and 3 then here's some other points:
His right shoulder could move more forward during the arms swing forward.
His left arm is a little snappy on the forward movement.
Did you intentionally leave out the tusks?
It looks more like a fast walk than a run because the foot movement lacks "step-off" shooting the body up and forward a little and it's also lacking some momentum (That is, the legs should spend more time in their out-most positions before the foot hits the ground again.)
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Re: rhyging5 animation comission - trolls
I concur. Something akin to this would be good: http://www.youtube.com/watch?v=hJKpqb8ElFQ
It standing up to run just doesn't work.
Keep the basic motion to hand, though, it'll work nicely for the higher levels.
It standing up to run just doesn't work.
Keep the basic motion to hand, though, it'll work nicely for the higher levels.
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Re: rhyging5 animation comission - trolls
Yeah, I concur with TSI and Sleepwalker; the lore has him shambling like an ape. The L1 can't walk upright - the others should, but not the L0.
Man I wish we could have caught this before you suddenly popped out a finished animation, but at least what you've made should be easy to frankenstein into a higher-level troll, since (besides being taller) they look so similar, bodily.
Man I wish we could have caught this before you suddenly popped out a finished animation, but at least what you've made should be easy to frankenstein into a higher-level troll, since (besides being taller) they look so similar, bodily.
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Re: rhyging5 animation comission - trolls
No problem to fix that
well, a gorilla walking have some varieties, some times it use his arms as a legs like a horse, some times it do a little jumps, some times he only uses its legs....so I suggest this two options:
one more like a jump and other more quite style. Personally i think is better the non jump style, but anyway I would to know your opinion.
well, a gorilla walking have some varieties, some times it use his arms as a legs like a horse, some times it do a little jumps, some times he only uses its legs....so I suggest this two options:
one more like a jump and other more quite style. Personally i think is better the non jump style, but anyway I would to know your opinion.
yeah, i thought that is more adequate for advanced status like hero or chaman.Sleepwalker wrote: Did you intentionally leave out the tusks?
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Re: rhyging5 animation comission - trolls
The units move fast across the battlefield, so I'd go with style2. I'm afraid style1 might look like he glides or if played fast it might be too jittery.
Fair enough for the whelp. Past lvl1 all the portraits are depicted with pretty much the same-size tusks... But you don't have to be true to the portraits if you don't want to.rhyging5 wrote:yeah, i thought that is more adequate for advanced status like hero or chaman.
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Re: rhyging5 animation comission - trolls
Style 2 makes more sense due to the speed, as sleepwalker said.
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Re: rhyging5 animation comission - trolls
ok, this is the layout, need aproval to work on texture.....
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- Sleepwalker
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Re: rhyging5 animation comission - trolls
Looks good. You seem to have followed the sideways stick animation to the letter, though now from this perspective it brings up some observations:
It looks like he stops up a bit when landing with the feet, which makes the movement look jerky to me. I would take some of the animation time spent touching the ground and put it more into air time, I think. I'm unsure about it without experimenting myself.
For consistency you should make the shadow roughly (but without noise) follow the body shape.
Fixing that along with smoothing out limb movement like his right arm would make it good to continue with. At first I had an impression that the view angle was a bit low, but the more I look at it the less it seems that way.
It looks like he stops up a bit when landing with the feet, which makes the movement look jerky to me. I would take some of the animation time spent touching the ground and put it more into air time, I think. I'm unsure about it without experimenting myself.
For consistency you should make the shadow roughly (but without noise) follow the body shape.
Fixing that along with smoothing out limb movement like his right arm would make it good to continue with. At first I had an impression that the view angle was a bit low, but the more I look at it the less it seems that way.
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...
- Nercy Masayon
- Nercy Masayon
Re: rhyging5 animation comission - trolls
Now I am not an artist, so please just disregard my comment if you feel that way. To me, however, it feels as if the troll's skin was too shiny.
As trolls are very rock- and earth-bound as per their race description, I'd think he should be more dirty and not this glossy.
As trolls are very rock- and earth-bound as per their race description, I'd think he should be more dirty and not this glossy.
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Re: rhyging5 animation comission - trolls
Crend: probably not too important, and not worth fussing about, but nonetheless a good point perhaps: maybe the brightest tone could stand to come down a few shades.
Animation looks excellent, subject to a little speeding up of the frames where the feet are on the floor.
Animation looks excellent, subject to a little speeding up of the frames where the feet are on the floor.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
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Re: rhyging5 animation comission - trolls
Amorphous wrote:Hi,
Sorry to be a bother, but I've been watching the troll updates in art dev progress, and I was reminded of this piece from Pixeljoint. I thought it might be useful to rhyging as reference for gorilla-type runs. If you passed it along to him, I'd be much obliged.
Thanks,
Amorphous
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