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JaJitsu
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« Reply #4575 on: May 23, 2009, 10:24:46 PM » |
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Okay, now with head motion, and hopefully less rubbery legs. EDIT: Slightly toned down head motion  I think it is just that his body turns way too much without the needed bounce. It kind of looks like he is speed walking. Who would want to speed walk in a game? Make him run!
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ChevyRay
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« Reply #4576 on: May 23, 2009, 10:53:11 PM » |
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First post :]  Higher contrast (especially with the blues/greens) would help this. Also, how come his arms go back and forth, but he takes every step forward with his left leg?  This seems strange to me. If you're working with such a small sprite, too, why not add in a few more frames? Tween frames only take a few seconds, and help spice things up a bit. I tried livening up the colors/shading a bit, hopefull. Just to make him show up a bit better, and give him a little more body.   When shading browns, I find that it helps a lot to shift the hue slightly into the dark reds/purples as you go darker. It keeps the color, but gives it a bit more warmth and makes the highlights stand out nicely. Hope I'm making sense. He's obviously the character in your avatar  which is very cool, but could use some of the same coloring tips, as well as maybe a bit of AA?
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« Last Edit: May 23, 2009, 10:57:47 PM by ChevyRay »
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Arachne
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« Reply #4577 on: May 23, 2009, 11:18:42 PM » |
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Yeah, I agree that the walk there isn't exactly realistic. But the Animator's Survival Kit does mention that it was extremely exaggerated, for demonstration purposes. Because when you're first learning animation, subtleties are harder to notice. Or that's what I figured anyways.
The way I see it, if it had simply been exaggerated, something useful could have been extracted from it. Like un-exaggerating it. I just copied some Muybridge photos. It was surprisingly easy. I thought it would take more editing afterwards.  It's very crude, especially with the head pasted on like that, but it's an improvement, I think. 
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« Last Edit: May 24, 2009, 12:09:08 AM by Arachne »
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Overkill
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« Reply #4578 on: May 24, 2009, 01:49:52 AM » |
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Arachne! Thanks so much for the help. That edit revealed many many things I can improve on. :D There was definitely something I always thought was unnatural about the stances in a few of the frames from the Animator's Survival Kit. And sadly, since I'm new to this, I might have mimiced the poses too closely. And Souly pointed out a few other shortcomings, like the lack of neck and shortness of arms. I tried to address those. Sadly, I still suck, but I tried to copy that Muybridge cycle myself:  There's still something odd about this walk cycle I have. That said, I've learned quite a bit by challenging myself with this, despite imperfections.
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ChevyRay
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« Reply #4579 on: May 24, 2009, 02:04:11 AM » |
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You hardly suck. Your coloring is probably enviable by most, and to think animating is an easy task is pure folly!
I think as is, making his legs a bit longer might help. His body feels too long? If not, it's something to do with the legs. I think his knees appear too far down, or something. It's definitely improved, though!
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partymetroid
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« Reply #4580 on: May 24, 2009, 02:17:22 AM » |
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I think it is just that his body turns way too much without the needed bounce. It kind of looks like he is speed walking.
Who would want to speed walk in a game? Make him run!
I think you, interesting sir, need to introduce yourself in The Obligatory Introduce Yourself Thread.  Also, Overkill: I think you're doing a great job with that sprite so far! I'm analyzing it in the GIMP right now and haven't found anything of note... but I'll keep trying and reply with the results! 
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Atnas
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« Reply #4581 on: May 24, 2009, 08:43:41 AM » |
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Overkill, one thing I thought was crucial from Arachne's edit was the head facing directly towards the destination. It's silly and too unrealistic to waggle the way you have it! It works a bit on more cartoony characters but yours is a bit too realistic for that. c:
Another thing that you're doing a bit wrong is the bending of the limbs. The thigh and shin can not bend, they are connected at the knee and that is what bends. You have them flopping around like spaghetti! Get those nice angles in there, less curves!
He could also benefit from being altogether less bloated and poofy. It's a completely different character than your standing pose. Just look at the thickness of the limbs.!
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JaJitsu
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« Reply #4582 on: May 24, 2009, 11:33:09 AM » |
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Decided to up the graphics 
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Andy Wolff
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« Reply #4583 on: May 24, 2009, 12:11:52 PM » |
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that looks really good, JaJitsu
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Shawny
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« Reply #4584 on: May 24, 2009, 12:24:44 PM » |
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I'm really liking that, JaJitsu. :3
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Overkill
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« Reply #4585 on: May 24, 2009, 12:43:21 PM » |
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Thanks guys. I couldn't have gotten this far without some better pairs of eyes. Atnas, Arachne, I understood your suggestions a little bit better after sleeping (was up until 4 animating and understandably stopped concentrating) :D Anyways, here is the walk now. 
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pgil
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« Reply #4586 on: May 24, 2009, 05:04:44 PM » |
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Decided to up the graphics  I actually like the coloring on the little one better. Maybe use the colors from Chevy's edit on the big sprite? Anyway, I like the character. Can't wait to see him animated 
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mozzy
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« Reply #4588 on: May 24, 2009, 05:23:38 PM » |
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Looks more like a gallop than a run.
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JaJitsu
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« Reply #4589 on: May 24, 2009, 07:53:01 PM » |
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Decided to up the graphics  I actually like the coloring on the little one better. Maybe use the colors from Chevy's edit on the big sprite? Anyway, I like the character. Can't wait to see him animated  I have been messing with the contrast but i'm not getting something i like. I like the more natural colors.
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