Primefusion Posted January 17, 2012 Author Share Posted January 17, 2012 Whoa, 3rd page. Whoops. Must revive [spoiler=Contest Map] Contest map, not much to say. [spoiler=An indoor map I actually like] As a rule, I normally don't post maps for the SF comp in my SF thread. But, I'm really happy with the way this one turned out so I decided to break my rule just once. The round's rules were to make a sacred temple with the option of being either decrepit or immaculate. [spoiler=Current Project] This one I just kind of made on the fly. I'm not really convinced though and could use some CC. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 3, 2012 Author Share Posted September 3, 2012 And then the topic ended up on the 5th page. Anyway, I've been in more of a spriting mood than a mapping mood lately so here's some stuff. Some schmoe, I dunno. The eye's feel really off to me but I'm not sure what to do about it. The real reason I'm posting is because of this animation I've been working on: [spoiler=Axe Knight] Been trying to make an axe knight to go with the other cavalier animations. Any critique on it is welcome but what I'm really having trouble with is the frame that's held during the hand axe toss (The frame with all the appendages around it). How do perspective. I'm trying to get him to hold his arm out while the hand axe flies away but I just can't seem to get it right. Oh, and I'll go back and work on the motion blurs later. Right now I just want to get these really tricky frames out of the way. Quote Link to comment Share on other sites More sharing options...
Jubby Posted September 4, 2012 Share Posted September 4, 2012 The shading on his axe seems kind of... Pillowy. I'm not really sure how to put it, but I would use less shades on the axe Quote Link to comment Share on other sites More sharing options...
Agro Posted September 4, 2012 Share Posted September 4, 2012 It does look incredibly pillowed... how2fix? dunno lol Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 5, 2012 Author Share Posted September 5, 2012 Maybe something like this? No idea what I'm doing. I'm trying to go for a Great Knight styled axe where there's thicker metal until about the edge. Quote Link to comment Share on other sites More sharing options...
Aureola Posted September 5, 2012 Share Posted September 5, 2012 (edited) I'd suggest something like this: Where you sort of checker three shades of whatever color you're using for metal, as it's how the Great Knight and both Berserkers do it, which seems to be the style of axe you're going for. Edited September 5, 2012 by Aureola Quote Link to comment Share on other sites More sharing options...
Jubby Posted September 5, 2012 Share Posted September 5, 2012 Looks much better IMO :P Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 5, 2012 Author Share Posted September 5, 2012 Oh ya, that'll help me a bunch, thanks! I always feel like I'm beating my head against a brick wall when I try to sprite. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 5, 2012 Author Share Posted September 5, 2012 Alright, so here's what I've got for standing frames: And then some WIP hand axe frames: More perspective afhsdv Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 6, 2012 Author Share Posted September 6, 2012 Guys I don't want to be told how to get better. Pats on the ass only plz2thnku And the stills: No, seriously, what's wrong? Besides the everything. Quote Link to comment Share on other sites More sharing options...
Mew Posted September 7, 2012 Share Posted September 7, 2012 everything is perfect you're the best we love you and every pixel that your hand touches You animated it!! What looks awkward to me is that the frame right before he throws it is the exact same frame as when he catches it. That frame. I realize that berserkers share that frame in the same manner, but the cav is throwing with his arm out and up. When you throw something, your hand moves forward, when you catch something, your wrist bends back a little to give your arm more space to stop the momentum. Perhaps add another frame similiar to this one, but with the axe tilted back? I'unno, I'm no good at this animation stuff. I would say that his head/body not moving at all is also pretty weird but I think that might just be a weird FE animation trope~? Quote Link to comment Share on other sites More sharing options...
Aureola Posted September 7, 2012 Share Posted September 7, 2012 (edited) Maybe twist the shoulders a bit on the release so he's following through with his body, as the throw could benefit from a bit more weight. Some of the burlier FE guys don't really move their body with the handaxe, but the Paladin definitely puts a lot of force into it. edit: also for bonus points maybe even make the horse move a little bit, like dig its feet into the ground or something, though that'd be hell to animate and I absolutely wouldn't blame you for not bothering. Edited September 7, 2012 by Aureola Quote Link to comment Share on other sites More sharing options...
Jubby Posted September 7, 2012 Share Posted September 7, 2012 I second what Mew said :P The arm movement looks odd, and I'd guess that that's why. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted October 5, 2012 Author Share Posted October 5, 2012 Alright, finally got back to this axe knight so let's have a looksy: Melee attack Touched up ranged. I noticed the motion blur for the axe returning wasn't following through all the way so I changed that. As for making his body twist well... I'll get back to you on that >_>' And of course the sheet in a spoiler. Might as well drop off a few maps too since that's kind of my schtick. Comp map Another comp map And a map that will be appearing in a certain something. Quote Link to comment Share on other sites More sharing options...
Jubby Posted October 5, 2012 Share Posted October 5, 2012 I have a script already made for an axe cav, plus already made frames for positioning if you like (since your sprites are better than the ones I have) :P PM me if you're interested~ Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted October 5, 2012 Share Posted October 5, 2012 I have a script already made for an axe cav, plus already made frames for positioning if you like (since your sprites are better than the ones I have) :P PM me if you're interested~ jubbs can you please actually have the timing correct for this one cough cough Quote Link to comment Share on other sites More sharing options...
Jubby Posted October 5, 2012 Share Posted October 5, 2012 the timings are exact, I Ctrl-Ned through the animation and counted them out. What exactly are you referring to though? Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted October 5, 2012 Share Posted October 5, 2012 a horsey with a bow o 3o and cam's script converter is more accurate than that so is just manually looking at the frame data Quote Link to comment Share on other sites More sharing options...
Jubby Posted October 5, 2012 Share Posted October 5, 2012 this was before i knew about the script converter. And I used it for said horse, there were some messed up frames in there. but you're welcome to do it instead if you like Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted October 5, 2012 Share Posted October 5, 2012 (edited) er the script converter has been around for a while... and the horsey is recent... and frame data has been available since feditor... and i'm not saying don't do it I'm just saying double check...! for rey and I am a timing whore Edited October 5, 2012 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
Primefusion Posted October 5, 2012 Author Share Posted October 5, 2012 I have a script already made for an axe cav, plus already made frames for positioning if you like (since your sprites are better than the ones I have) :P PM me if you're interested~ I may or may not. I've done animation scripting before but it's been ages since I last did it. Now then, need feedback on content! Quote Link to comment Share on other sites More sharing options...
deranger Posted October 5, 2012 Share Posted October 5, 2012 On par with the IS cav animations (only as choppy as the other cav animations, no obvious technical flaws). I would actually try making the axe in frame two blurred/ putting a blur frame in there because of its large change from frame one. The axe is more substantial than a sword, and it's larges part changes location pretty radically. If you're using the original cav script this may not be feasible though. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted October 5, 2012 Share Posted October 5, 2012 scripts can be tweaked anyway, it's not something major and drastic to change o 3o Quote Link to comment Share on other sites More sharing options...
Primefusion Posted January 6, 2013 Author Share Posted January 6, 2013 Right so, blowing off the dust again. Trying out a new throwing animation. The gif isn't quite exact but whatevs. Quote Link to comment Share on other sites More sharing options...
Caliban of Sycorax Posted January 6, 2013 Share Posted January 6, 2013 Why does his non-throwing arm tense up like that? Quote Link to comment Share on other sites More sharing options...
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