My sprite animation reel

bWWd said:
I updated it with axel, i was playing kratus sor and i got irritated how choppy walkcycles were, these are most important animations cause are played most of the time so should have at least 10 frames.
I agree it would be nice if there would be updated version with more frames , it makes it look just better and style is the same.

I feel like the colors on the extended Axel look washed out on his skin. And also, I too would like to see the other four get this treatment.
 
Updated with max, i know that in theory its kinda scary to do it to all characters and process is quite long, after i interpolate i have to patch up and add details and shadows.
I think doing this to idles,walks, runs and only some attacks that have not enough frames is a good idea, i wouldnt do that to all animations, you can tell which ones need more frames.
I might try to insert these into game and see if its worth it.
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OK i tested it, looks more modern, kinda like final fight, and compared to runs it makes big difference, now run looks like its dropping frames just because walk is so smooth.
 
I was checking all this thread, you are totally an artist bWWd, amazing work.
I remember you wrote some long posts about Stickman years ago, but those posts got lost on the transition from lavalit to Chronocrash. I regret not having tried it when you wrote those.
 
these are made with aseprite and interprite so its a bit different , takes more time.My other anims are made with spriter and aseprite.
I updated post with axel run.
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On idle the difference is less noticeable but i noticed that interpolated version had 2 frames that were almost identical to original frames, so pixels dont travel that much, it could be 6 frames (original is 4) and this is 8 frames version.Maybe even 6 frame versioin woyuld have similar impact to original which i like and which is lost in 8 frame one.
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Maybe compare the 6 frame version to the 8 frame one? So we can be more sure about which is better? I feel like some attacks, namely air attacks, would look better with interpolation as well.
 
So... i have some ideas for a game
Which style do You guys think looks better, more like 2d animation or the one with more frames that looks more 3d ?
Im leaning towards more frames for idle stances , the first one has 60 frames but attacks will be like usual 2d fighting games with like 5 frames for simple attacks but i want to add motion blur for nicer visuals and more dynamic animations.These are experiments and ill redo some stuff.

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I like the look of the more 2D one better, personally. Reminds me of something like Guilty Gear.
 
1st one with 60 frames is my preference in game, 3rd one for cut scenes as it resembles stop motion animation

It's pretty crazy how you've managed to make something look cute and scary at the same time.
 
Does anyone know a website with collection of punch/kick animations from games or just punch frames, i need to collect some keyframes to have the poses right , i can rip them with fighter factory but maybe someone did it already.
I basically just need punch/kick images on its attack box frame from fighting games.And maybe also anticipation frame.
My poses look kinda wonky and i have to draw various angles and plan this ahead.

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bWWd said:
Which style do You guys think looks better, more like 2d animation or the one with more frames that looks more 3d ?

Obviously the first one looks better. But my concern is number of frames you'd have to create per character. If you don't mind creating hundreds of frames, then go ahead with 1st one :)

bWWd said:
Does anyone know a website with collection of punch/kick animations from games or just punch frames

Maybe something like : Emu Gif animation ?
 
bWWd,

First idle looks great, and won't clash with attacks... assuming one thing. You need just one frame of over-extension on the initial strike. As is, the fist stops short like it hit a brick wall and stays there until its motion trail plays out. That's what makes it look out of place with the idle animation.

Basically, you just need to apply a touch of the same squash and stretch techniques to your attacks as you do to idle and walking sequences. Look at CVS Ryu. His Jab only has four unique sprites, but the second is a slight twist and over-extension, making it look a lot more organic.

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Edit:


I just did a really crude edit myself as a proof test. Didn't actually add more sprites, just stretched out the initial extension frame. I also noticed the blurs are on the wrong side of his body compared to the punch motion - and for that matter they should really be a separate model anyway, but that's another discussion.

Bwwd Original:
hits8e4f11482a2fd357.gif


DC Edit:
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HTH,
DC

PS: I couldn't help humming some Was (Not Was) to myself while doing the edits.
 
Al this is very valid info and i know about these principles of animation, its called overshooting , when hitbox frame is extended/stretched a bit beyond its range and goes back on next frame.I did it with with motion blur in front tho , but i think ill just use that on all attacks anyway with follow motion blur, im just not a fan of it in front and thats usual case when its used for overshoot
All this and more is nicely written about in this pdf for skull girls, i recommend it to everyone who wants to animate attacks and animations for video games.
https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdcchina14/presentations/833784_MarielCartwright_PowerfulAndEffective_EN.pdf

https://www.youtube.com/watch?v=Mw0h9WmBlsw

I experimented with overshooting on this one but it just didnt look as good for me as with motion blur.
About motion bliur being in front , it is physically incorrect when its in front of body but, imagine that a slight move back happened between anticipation frame and next frame, and you can justify motion blur.It just looks better when its in front, it looks unnoticeable when behind the body, so you have to cheat and play for the camera.
Also important rule for blurred frame is that when your 1st frame has hand hear your stomach and next one has arm it extended  then your blur should start approximately where your stomach/hand were on previous frame ,if its noticeably longer ( like in my case) or shorter then blur looks less impactful or just wrong unless extended blur range is not that big,.But absolutely you can use short /longer ones for different types of timpact just be aware that it might not work , more important is the angle and "(" shape of the blur itself , bent ones, astraight ones look different and give feel of a hook or straight punch.
OK i will paste the image with various dynamic poses i gathered from games in case i will lose it.
poses.gif

c3.gif

 
What servers do You recommend?
Some that had crossed my mind, mostly Mugen/Ikemen servers:

IMT Server (its where you can find me easily, there are other artists there and you can get some feedback too)

Vs Style Debuts - they are often looking for sprite artists to hire and they make a pretty cool MVC-based project

NewAgeMugen - Another server where people constantly look for artists to hire

In any of those, you can say that I had invited you, as people know me already on those servers and won't take you for a random guy (as Discord is full of this type of people) :)

I would love to have you at IMT server as well :)
 
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