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12-19-2015, 10:27 PM
(This post was last modified: 12-19-2015, 10:31 PM by Laviathan4041.)
(10-09-2015, 09:52 AM)StevenB Wrote: ![[Image: ozrFwOT.png]](http://i.imgur.com/ozrFwOT.png)
Plague Knight, the cutest bird dork
That's really awesome.
Have you ever thought about making Mugen characters before? Because I could totally see these in Mugen. You're more skilled than me at sprite drawing and especially animating.... Pretty cool sprites though.
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(12-19-2015, 10:27 PM)Laviathan4041 Wrote: (10-09-2015, 09:52 AM)StevenB Wrote: ![[Image: ozrFwOT.png]](http://i.imgur.com/ozrFwOT.png)
Plague Knight, the cutest bird dork
That's really awesome.
Have you ever thought about making Mugen characters before? Because I could totally see these in Mugen. You're more skilled than me at sprite drawing and especially animating.... Pretty cool sprites though.
Much appreciated-
And yeah, I have thoought about it, as a matter of fact I recently joined some mugen communities. I'm practising with my animations first of all to get better though. My previous animation program broke down so I am still learning to animate with photoshop.
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Now to go back to the stance, jab if I ever have time again
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12-28-2015, 01:47 PM
(This post was last modified: 12-28-2015, 01:49 PM by StevenB.)
Something completely different
I've posted these buggers before, but I've since added new ones and cleaned up the previous ones.
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KONO DINO DA
I've also decided to redo the Damian stance that I previously posed into something new;
![[Image: 4NvtBXR.gif]](http://i.imgur.com/4NvtBXR.gif)
It's still got a few rough edges, but I tried to focus on adding the organic movement that Gord pointed out. What do you all think? Is this a step in the right direction in that departement?
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There are still some issues I see with the sprite animation but overall the bounce is headed in the right direction.
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the head is turning way too much in the stance
while fighting you'd like to look at your opponent at all times, and swaying your head constantly can be a little unnatural
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(01-18-2016, 07:34 AM)The Phinx Wrote: There are still some issues I see with the sprite animation but overall the bounce is headed in the right direction.
I agree that it's still rough around an edge or two. Feel free to point out some things if you have time. I can't promise I'll fix it right away but I'll write it down for later
(01-18-2016, 10:51 AM)Gors Wrote: the head is turning way too much in the stance
while fighting you'd like to look at your opponent at all times, and swaying your head constantly can be a little unnatural
yeah tbh the head rotation was an afterthought that I threw in at the end. Do you think simply 2 frames or 1 frame of head motion would be better?
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Nice stuff in here! For the animation, I think the front arm could be positioned better, it's mostly absorbed into the silhouette right now. The angling on the far arm looks wrong when it gets pulled back: the fist is always facing the player but the angle of the arm suggests a different direction.
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Well one major problem I see is that his head size seems just way to small in proportion to his body. Like his head is a pokemon overworld trainer sprite and his body is a street fighter sprite. And his Right arm (our left) seems too close to his body id doesn't make for a good sillhouette. Those are the only real issues I see.
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Torso, neck and head seem out of proportion with the rest. The animating itself is good though!
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New base concept:
Pose is a placeholder, but I wanted to make the head better proportioned according to the feedback. Similair to when I draw I do tend to make heads a bit bigger but maybe this time it looks more natural? For the pose I used some images from Google.
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New stance animation. I've opted to go for a more loose pose this time around. There are still some jittery bits but overall I think I did pretty decent. Feedback is always welcome.
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The main thing that pops out to me is that the far leg's length is inconsistent during the animation. A bit too loose, perhaps?
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02-29-2016, 10:56 AM
(This post was last modified: 02-29-2016, 02:52 PM by StevenB.)
(02-28-2016, 06:59 PM)x0_000 Wrote: The main thing that pops out to me is that the far leg's length is inconsistent during the animation. A bit too loose, perhaps?
Would you say this is most apparent at the highest or lowest frames? In some of the higher frames I raised the ball of the back foot a bit wich may throw the whole thing off. Do you think by 'adding' more knee (more pixels in width) in the lowest frames would help a bit? Thanks for the feedback, I'll write it down. I may do some other animations first but I'll adjust the leg when I get back to this animation.
I also speed the animation up a bit, I think it makes it better;