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Steven's Topic: hey how are ya 
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Steven wrote:
[ Image ]

[ Image ]

Now that I'm more satisfied with how the legs loop, I'm gonna take another look at the upperbody and use the darkest shade to add in more clothing folds like in the Stance.


For the breathing animation the breath is much too short and quick for a relaxed pose. Not only this, but don't consider any sort of large movements. You're an artist, so it may not be readily apparent that one pixel is a huge difference is most facets of pixel art. Making his heels raise would seem very unnatural. Try breathing for yourself and you'll realize that your exhale is almost always longer than your inhale, because your diaphragm pulls in air quicker than air escapes when it relaxes. The small movements following the exhale can be emulated by a longer period of "recovery" from the initial breath.

The walking animation looks like a mix of walking angrily or with purpose (apparent from the way he leans forward,) and an incomplete walking cycle with his legs. His feet stop too fast and too short for him to look like he's actually taking a stride. If he were walking with purpose he would have his legs take full and quick strides, while leaning forward. Relaxed walking actually has feet go slightly higher and hang more than normal, but not an incredibly long amount of time. Either way, the very apparent problem is that his legs stop too short. They should go at least as far as the furthest pixel on his face, but preferably further. Try walking yourself and you'll notice your legs go out relatively far and stay their relative to the purpose you're walking with (will stay longer the slower you go/more relaxed your are.)

Those are my two pieces of advice. No examples, but eh, I think you'll be alright.


Thu May 07, 2015 2:07 pm
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kidicarus29 wrote:
Steven wrote:
[ Image ]

[ Image ]

Now that I'm more satisfied with how the legs loop, I'm gonna take another look at the upperbody and use the darkest shade to add in more clothing folds like in the Stance.


For the breathing animation the breath is much too short and quick for a relaxed pose. Not only this, but don't consider any sort of large movements. You're an artist, so it may not be readily apparent that one pixel is a huge difference is most facets of pixel art. Making his heels raise would seem very unnatural. Try breathing for yourself and you'll realize that your exhale is almost always longer than your inhale, because your diaphragm pulls in air quicker than air escapes when it relaxes. The small movements following the exhale can be emulated by a longer period of "recovery" from the initial breath.

The walking animation looks like a mix of walking angrily or with purpose (apparent from the way he leans forward,) and an incomplete walking cycle with his legs. His feet stop too fast and too short for him to look like he's actually taking a stride. If he were walking with purpose he would have his legs take full and quick strides, while leaning forward. Relaxed walking actually has feet go slightly higher and hang more than normal, but not an incredibly long amount of time. Either way, the very apparent problem is that his legs stop too short. They should go at least as far as the furthest pixel on his face, but preferably further. Try walking yourself and you'll notice your legs go out relatively far and stay their relative to the purpose you're walking with (will stay longer the slower you go/more relaxed your are.)

Those are my two pieces of advice. No examples, but eh, I think you'll be alright.



Thanks for the feedback!

The upwards movement, which may be considered the 'inhale' is about 4 frames in total, after that the character lowers again (which takes 3 frames, frames 4-7) and remains stationary for frames 7 til 14 which I consider the exhale of the animation. As I mentioned I tried to imitate Remy's stance with the frame reference;
Image
I think what may cause the issue is not neccesarily the frames but rather then speed of the animation. Remy's animation uses delay on certain frames, which I didn't use. I'll re-animate it in a sec and add the delay to show you what I mean.

As for the walk- you are iindeed correct that for a normal walk, the feet wouldn't move forward enough. However, it's not a normal walk- rather it's supposed to be a Moonwalk, hence why the feet don't move out as much.


EDIT: Here we go: Image

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Thu May 07, 2015 2:45 pm
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Standing Weak

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Thu May 07, 2015 4:29 pm
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I love the animations but I still think his face looks pretty static mostly because the eyes don't blink.
I know fighting games don't pay that much attention to idle poses, but considering how cartoonish the art style is (which is a good thing) the characters have to make more standing facial expressions.

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Thu May 07, 2015 6:14 pm
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Looks so smooth, awesome!

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Fri May 08, 2015 10:48 pm
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Steven wrote:
[ Image ]

Standing Weak

Did you uh... edited that? Or I need some sleep again...

anyway, this one is better than the one in my dreams, now his hands don't do the flick in the wrist anymore.
I really like his facial expression and the color palette you chose to make it.

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Fri May 08, 2015 11:14 pm
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This is very successful! Really great work. The detail is what's really impressing me here, particularly the shoes. Very nice.


Sat May 09, 2015 12:44 am
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Shiver-Star wrote:
I love the animations but I still think his face looks pretty static mostly because the eyes don't blink.
I know fighting games don't pay that much attention to idle poses, but considering how cartoonish the art style is (which is a good thing) the characters have to make more standing facial expressions.


Well I imagine that two or three animations later I'll be looking at the stance again to do touch-ups, so maybe I'll go over it then. Blinks are prtety easy to add.

Shaske wrote:
Steven wrote:
[ Image ]

Standing Weak

Did you uh... edited that? Or I need some sleep again...

anyway, this one is better than the one in my dreams, now his hands don't do the flick in the wrist anymore.
I really like his facial expression and the color palette you chose to make it.


You are correct! I originally included hand movement for both arms, but I absolutely didn't like the result, so I made the back hand more static and the front arm a clenched fist (and afterwards I edited the post with the new animation). I'm glad you think this is an improvement too.

The reason why I originally decided to include hand flicking is because I want to give every frame a sort of JoJo-esque 'oomph' to it, so I am trying to exagerate things like the knees and such a bit to make the poses of each frame a bit stronger.

(also really diggin' the sig!)

Arel wrote:
Looks so smooth, awesome!

Geno wrote:
This is very successful! Really great work. The detail is what's really impressing me here, particularly the shoes. Very nice.


Thanks!

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Sun May 10, 2015 2:49 pm
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My mage design

Image

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Sat Jul 18, 2015 5:11 pm
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Mage 2: Mage Harder

This time the style is more inspired by Shawn's, whose work I adore

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Sun Jul 19, 2015 8:38 am
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It Reminds Me Of Robin...
BTW I Love Your Work

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Sun Jul 19, 2015 8:39 am
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[HEC] AnimeKing2020 wrote:
It Reminds Me Of Robin...
BTW I Love Your Work


Yep, This time around I wanted to go closer to Robin's pose from Smash because I felt like it would work better. The previous version of the mage wasn't as dynamic as I wanted him to be, so I went more with a Robin-esque stance with magic in lieu of the levin sword

And thanks!

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Sun Jul 19, 2015 8:41 am
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Steven wrote:
[HEC] AnimeKing2020 wrote:
It Reminds Me Of Robin...
BTW I Love Your Work


Yep, This time around I wanted to go closer to Robin's pose from Smash because I felt like it would work better. The previous version of the mage wasn't as dynamic as I wanted him to be, so I went more with a Robin-esque stance with magic in lieu of the levin sword

And thanks!

That Was A Great Idea! And NP XP

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Sun Jul 19, 2015 8:57 am
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Small update

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Sun Jul 19, 2015 8:57 am
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Steven wrote:
[ Image ]

Small update

Cant Really Spot It...

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Sun Jul 19, 2015 9:04 am
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