Ünembra

Thanks for the input… I’ll clean up the drawing a bit more and post the results later :slight_smile:

-Pickle

Ok,

So I lengthened the torso, shaped the hips/torso a bit more, shortened the calfs a bit, and modified the boobs.

It’s actually kind of funny… I was drinking at my parents house on Saturday and I asked my dad which he liked better… he said the unmodified one. I then asked my mom, and she said the modified one.

Then my dad blurted out… whatever, just give her bigger boobs.

I love my parents.

Anyways, here’s the modified version… I think it looks a lot better than before.

Original/first modification:

Final Modification:

http://pickleninja.com/unembra/img/femaleAnimations/finalFemaleAnimation.png

Also, thank you guys for giving me feedback… I’m not the greatest artist, and honestly I was pretty happy with the first version… but I really do want people to be happy with the art work, so your view is greatly appreciated. (oh, and I plan on modifying the hands some time later :slight_smile: )

-Pickle :slight_smile:

It’s a well known equation: BoobSize^2 = SuccessRate

Ok… I think I got it this time :smiley:

Female Animation (idle):

It’s fast…I know… it’ll be fixed programmatically.

What do you guys think? I’m going to start on the running animation :slight_smile:

-Pickle

For me, her right hand seems a bit awkward for the idle animation. I just stood up and engaged in a “idle” stance and found that my hands were closer to the body and not as opened up.

But hey, I am no artist, thus I am very impressed with what you are able to create, nice work.

EDIT: I also liked the colored eyes that you had in the original version.

Thanks for the feedback… I agree, I do need to modify her arm… I plan on changing it based on what weapon the person has, but for now I’m going to leave it alone so I can get the other animations done.

Well wire frame for run animation is almost done (first attempt)… I still need to put the other arm in, but I’m le-tired. :clue:

Seems to boring though, I’ll have to play with it a bit more :slight_smile:

First Attempt Run Animation:

-Pickle

Take a look at http://accad.osu.edu/research/mocap/mocap_data.htm

I haven’t looked at the movies because I refuse to install QuickTime on this PC and don’t feel like digging around for the replacement, but it does look to have a lot of useful data.

That is awesome! I hate quicktime too, but I’ll have to check this out when I get home!

Thank you :slight_smile:

-Pickle

VLC can play “QuickTime” video formats. (Even Mozilla colludes with the other big guys to trick users into vendor lock-in patterns. :frowning: ) It also has a plugin that probably works as a drop in replacement to other video player plugins, too, (but I always watch things offline.)

I downloaded quicktime last night, and for some reason it didn’t like the video format. I’ll mess around with it some more tonight.

Also almost have the basic rough draft of the run animation done… I’ll see if I can post it tonight :slight_smile:

-Pickle

Run animation is looking better… what do you guys think? ;D

realized my error in the torso…and the legs… I’ll never learn… :’(

-Pickle

A bit too stiff I think, the legs shouldn’t go so high.

Looks good. Vary the angle the elbows make instead of keeping them at 90 degrees. It should be greater than 90 behind the person’s torso and a little less than 90 in front of it. No one can rotate their arm that far back at their shoulder. I think people also pull their arms closers to the center of their body when they’re in front of them while running, instead of keeping them parallel to their legs the entire time.

Thanks for the input!

I’m lengthening the torso and shortening the legs a bit… so far it’s made a huge difference. I’ll work on the arms tonight and see if I can’t get an update posted :slight_smile:

-Pickle

Modified the female run animation a bit… the fact that she’s bald is bugging the crap out of me… so I’m going to add some hair to her before I fix anything else :smiley:

Still, I think it’s a step in the right direction from the previous.

old:

http://pickleninja.com/unembra/img/femaleAnimations/femaleRunAnimation2.gif

newer:

http://pickleninja.com/unembra/img/femaleAnimations/femaleRunAnimation3.gif

her leg is really bugging me :confused: on frame eight… it looks like it twitches on the extension

newest:

http://pickleninja.com/unembra/img/femaleAnimations/femaleRunAnimation4.gif

added hair, and a tiny bit of boob motion :slight_smile:

-Pickle

Some thoughts:

  • The shoulders and hips are too static. In reality you twist your torso in relation to the arm/leg movement.
  • The legs seem too extruded in end positions.

See:

h53UTHVCc7g

and

4QrlPmK4B94

That’s what it is! I’m extending the leg all the way out when people don’t do that when they run! :smiley:

I also plan on moving the shoulders… I just… had to get rid of the bald look lol.

Thanks Cylab, that helped A LOT!

-Pickle

Early Jump animation :smiley:

Still have more frames to add, but I don’t think I can handle my kid at 6am if I stay up any later lol…(edit: he woke up at 3am :cranky:)

As mentioned before on the idle animation, I plan on modifying the run animation more, but for now, I’m moving on so I can hand off a rough draft of the run/jump/idle to my friend who’s putting them into the game. After which I’ll modify the sprite sheet so that it looks smoother and more natural in the game.

As always, thanks for looking guys and especially thank you for the feedback!

-Pickle

Been a while since I updated this thread… basically I was cleaning up pixels in the ground tile sprite sheet, and doing a tiny bit of coding. Anyways, here’s the updated female jump animation.

Updated Female Jump Animation:

I need to clean it up… there’s frames that I just don’t think look right…

I think I know what is wrong with it, but if you guys see something that I may have overlooked, please let me know :slight_smile:

-Pickle

I guess this is the thing you already know, but:
You have a frame duplicated in there. She jumps high, then (with the arms) goes down a little bit, and then the high frame is coming again, with the rest of the animation.