Dr. Cooldude
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« Reply #160 on: June 08, 2013, 01:48:35 PM » |
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Dr. Cooldude
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« Reply #161 on: June 08, 2013, 05:49:30 PM » |
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Just wondering, how exactly is the process when making these animation? And do you do it traditionally or digital, or both?
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siskavard
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« Reply #162 on: June 08, 2013, 06:31:34 PM » |
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Just wondering, how exactly is the process when making these animation? And do you do it traditionally or digital, or both?
I animate in Flash CS3 with a cintiq. It's hand-drawn animation, just drawn digitally. It's tradigitalâ„¢ hhhnnrrngngggI'll start with a really rough animation, just to get the timing and movement I want. This is where I tweak the most until I'm happy with the movement When I'm absolutely happy with the roughs, I'll clean the lines up. Cloudface has a lot of different line colors, so this part actually is the most time consuming. ...lastly I just fill in the color & shading. This takes a bit of time too. and here's a shot of my usual workflow in Flash: That's basically it! Oh and lots of coffee and I usually have some game music soundtrack accompaniment, or some of Calum's music going
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Ninja Dodo
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« Reply #163 on: June 09, 2013, 10:06:23 AM » |
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I love this character. Will be following.
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CasePortman
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« Reply #164 on: June 09, 2013, 02:26:36 PM » |
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*face palm* > *face wall* > *cloud wall* > *cloud face* ..well
Very fluffy update I must say, great stuff!
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siskavard
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« Reply #165 on: June 09, 2013, 10:10:33 PM » |
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@Ninja Dodo @CasePortman - thanks guys! I appreciate it very much. We're crunching a bit here to get something playable for Gamestage. I'm juggling two jobs right now on top of working on Cloudface. I'm a workaholic however, so I couldn't be happier. Here's two things I finished tonight, clean up the kittybomb idle and roll: Next I need to animate them meowing and .... exploding. more stuff soon!
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Dr. Cooldude
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« Reply #166 on: June 09, 2013, 10:12:50 PM » |
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that, cuteness, hnnnnggggggggggg
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InfiniteStateMachine
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« Reply #167 on: June 09, 2013, 10:28:53 PM » |
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lmaoo nice. Also thanks for that workflow thingy post, I sent it to a friend who's learning.
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Dr. Cooldude
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« Reply #168 on: June 09, 2013, 10:34:37 PM » |
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I'm also learning some amateur animagicz at the moment, so yeah, thanks! :D
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siskavard
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« Reply #169 on: June 09, 2013, 10:37:17 PM » |
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No problem, I wish I could go into more detail, but yeah, that's the gist of it
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Xion
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« Reply #170 on: June 09, 2013, 10:41:35 PM » |
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can't wait for the explosion
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flipswitchx
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« Reply #171 on: June 10, 2013, 01:45:00 AM » |
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Perhaps he could ring himself out if he gets wet? Thinkin about how earthworm jim grabs his worm self
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GhostBomb
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« Reply #172 on: June 10, 2013, 01:51:29 AM » |
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The last 2 anims are hilarious... :D
For the basic running animation I can't understand what's going on with the arms/legs, you might want to either add more frames or maybe make the arms not so waggly or something.
No More waggly
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Eigen
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« Reply #173 on: June 10, 2013, 03:26:22 AM » |
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I think Cloudcace is Wagglicioustm
Don't change a thing.
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Slowpoke
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« Reply #174 on: June 10, 2013, 03:34:19 AM » |
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This is gorgeous, the animations are soo good!
Can't wait to see it finished! :D
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Storsorgen
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« Reply #175 on: June 10, 2013, 11:15:37 AM » |
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This just keeps getting better and better. I'm looking forward to this like you wouldn't BELIEVE!
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siskavard
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« Reply #176 on: June 10, 2013, 11:21:07 AM » |
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@Slowpoke @Storsorgen thanks guys! I think Cloudcace is Wagglicioustm
Don't change a thing.
The last 2 anims are hilarious... :D
For the basic running animation I can't understand what's going on with the arms/legs, you might want to either add more frames or maybe make the arms not so waggly or something.
No More waggly I don't mind some feedback. I can see how the run cycle might be a bit hard to follow visually.
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ScaryPotato
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« Reply #177 on: June 10, 2013, 11:46:33 AM » |
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That sphincter is oh so subtle... What fps are you using for timing? and I think the difficulty reading the walk comes from the similarity in the leg angles as they move. If an extra frame was added to show the rear foot before it disappears, it might break it up enough for the viewers/players not to read as half a walk frame. You could try adjusting the locations of where the feet hit a bit as well...'tis brilliant stuff though!
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siskavard
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« Reply #178 on: June 10, 2013, 11:58:00 AM » |
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That sphincter is oh so subtle... What fps are you using for timing? and I think the difficulty reading the walk comes from the similarity in the leg angles as they move. If an extra frame was added to show the rear foot before it disappears, it might break it up enough for the viewers/players not to read as half a walk frame. You could try adjusting the locations of where the feet hit a bit as well...'tis brilliant stuff though!
Thanks! :] Framerate I jump between 24x and 12x, but most stuff is 12x The idle animation is on 4's, but most of the all the other animation is on 2's, besides some quick transitional stuff. ..and everything you mentioned about the run cycle is exactly how I'm going to approach it!
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ericmbernier
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« Reply #179 on: June 10, 2013, 12:37:37 PM » |
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I think I just watched that damn cat roll across my screen a good six times or so. Everything's looking awesome, and I can't wait to see the cat explode :D
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