Greg The Security Guy

8WayPixels

Member
Hey everyone!
I'm diving into the world of MUGEN and slowly learning. To practice, I'm kicking off a personal project to showcase my character animation skills as I learn. So, I present to you, "Greg The Security Guy"!

As this post is in the General Help section, under Graphics, I'll be answering any questions related to sprite creation that you might want to ask.

From modeling and animation to rendering, I stuck to Kung Fu Man's default and basic animation requirements and spent a solid 5 days on the task. Who knew creating a fighting character required so many animations? Haha, but here I am, and here he is.

Project's tentative name: "What a day!"

Tentative pitch: Smash your coworkers and fight for the boss chair!

Stages I have in mind so far:

  • Destructed office
  • Parking garage
  • Boss's Office
Minimal Roster: 6 Fighters
Style: Stylized Claymation 3D approach.


Greg_TheSecurityGuy_FullPreview_.gif
PD: Please don't mind about the gif animation speed, I didn't bothered tweaking frame duration per animation, its just raw 100ms each frame.

Cheers!
 
Are you using Cinema4D for this?
Yes, Cinema 4D handles about 80% of the work. I use Zbrush for modeling and UV mapping the texture.

I import motion capture animations from Mixamo to Cinema, but I create a full control rig on top of the bones for precise tweaking and tuning of animations. The Mixamo animations are converted into 'motion clips' and time-scaled to be shorter. Clips also allow seamless blending, capturing an idle posture and smoothly transitioning into other actions while preserving the idle style stance.

After rendering, I bring them into Aseprite, color-clip the palette with any of the given dithering styles, resulting in a final 256-color palette to maintain the quality at its best.

Looks awesome!
😮


Great work!
😃
Thank you
 
ah, pretty cool!

Btw I have two tips for you:

1 - Mugen is a different animal from OpenBOR. While OpenBOR always use Nearest Neightbor as the scaling method, Mugen/Ikemen have both methods (Nearest and Gaussian).
So you can have an HD look if you render all the frames at double size (or more, like 4X) and use the proper local.coords. Check KFM720 and you will see. Works for stages too (and you don't need to use local coords if you want). You can keep the same ratio, like local.coords = 640,480

2- Try to not reference Clayfighter game in any shape or way. Recently, we had an issue with a Mugen game where Interplay had appeared out of the blue and gave a C&D to the author
 
1 - Mugen is a different animal from OpenBOR. While OpenBOR always use Nearest Neightbor as the scaling method, Mugen/Ikemen have both methods (Nearest and Gaussian).
So you can have an HD look if you render all the frames at double size (or more, like 4X) and use the proper local.coords. Check KFM720 and you will see. Works for stages too (and you don't need to use local coords if you want). You can keep the same ratio, like local.coords = 640,480
Thank you, all right, there's a lot of information here, I'll slowly chew it and give it a try.
2- Try to not reference Clayfighter game in any shape or way. Recently, we had an issue with a Mugen game where Interplay had appeared out of the blue and gave a C&D to the author
Oh I meant Claymation as the art of animating clay figures, not Clayfighter the game :D
The Security Guy? Ahh I like the concept already 😇
What about a Copy Lady? haha idk, its early but there are a few funny stereotypes I would like to make.
 
Hey all, so I've been slowly diving into the process and playing around with the functions in Fighter Factory. Now, I've got something going, and I'm a bit more familiar with the process.

I've learned a couple of things, and one is super important – the naming convention when importing sprite frames. It's a huge time saver if exported correctly. Got stuck with the throw system, but went though some little coding tweaks to see what things do, I'm still figuring out how the whole command system works, barely scratching the surface...

Overall sprites and animation setting is kind of fun, I tried following Kung Fu Man's move set and checked if I could make animations work.

I've also followed O Ilusionista's suggestion:
So you can have an HD look if you render all the frames at double siz
And yeah, I treated myself and re-rendered the whole thing, and it's worth it.

I've been planning a first stage in glTF format and want to explore the new Ikemen features I've been hearing about.

The thing is, by the time I barely have this character at optimal functionality, I could make the whole roster of characters and the entire set of stages... So, I'm wondering if there's a soul around here willing to share this project's responsibility with me and scope out something manageable to break the ice with style :)


Have a great day!
 
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