old_lady thread

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Jetryl
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Postby Jetryl » Fri Jul 06, 2007 11:01 pm

fydo wrote:Been swamped with stupid work stuff lately, so I haven't had a whole lot of time.

I did manage to work on the arm movements of the side view (It might need a little more tweaking though)

[img:32:64]http://fydo.net/images/old_lady-side-rev1.gif[/img]


The only tweak I could see it needing would be a potential shifting of the angle on that walking stick, during each stride; but I'm not able to be certain about that until the rest of the animation is in place (mostly because it depends on the lady's center of gravity relative to her arm).

Looks good, though. :approve:
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Jetryl
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Postby Jetryl » Thu Jul 12, 2007 5:40 am

[img:96:64]http://www.allacrost.org/staff/user/jetryl/NPCs/demosAndSingleFrames/old_lady-side.png[/img]

Reload this page, perhaps while pressing shift. The above image now has an update of the north-facing view. :approve:
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Postby fydo » Thu Jul 12, 2007 6:27 am

Here is the rest of the side view walk animation. I think I managed to get the slight limp effect with only 5 frames of animation. :)

I tried to do something with the hair/earrings in terms of movement, but one pixel didn't seem subtle enough for what I wanted.

Anyways, let me know what you think.

[img:64:128]http://www.fydo.net/images/old_lady-side-rev2.gif[/img]

EDIT:

Here is a quick spritesheet I whipped up (I just mirrored the side animation)
It doesn't seem to be looking correct in the game though (I just replaced claudius' spritesheet with this.) Any ideas?

[img:192:256]http://www.fydo.net/images/old_lady-rev1.png[/img]
Last edited by fydo on Thu Jul 12, 2007 7:01 am, edited 2 times in total.
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Roots
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Postby Roots » Thu Jul 12, 2007 6:43 am

Looks awesome. :approve: I am totally impressed because I can't do 2D animation for the life of me, and you made that arm movement look really damn fluid for only 5 frames. :twitch:
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Jetryl
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Postby Jetryl » Thu Jul 12, 2007 7:07 am

fydo wrote:It doesn't seem to be looking correct in the game though (I just replaced claudius' spritesheet with this.) Any ideas?


Uh; it's complicated. I'll futz with a few things and see if I can come up with solutions and/or prescriptions.

Probably the biggest issue is how rigid certain areas, like the torso are - they shift around in the test frames, but don't change, in and of themselves, in any way. A real human torso, and the head-torso interface, contorts and twists by quite a bit as the person walks. These generally aren't doing that.
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Postby Safir-Kreuz » Fri Jul 13, 2007 5:05 am

Looking pretty good, the flow looks really nice, and I like the consistency with the brightness of the original.
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Postby fydo » Fri Jul 13, 2007 8:37 pm

Jetryl: Sounds good.

I'm going to start working on the rear view walking animation now. However, I'm going to be away all weekend, so I'll start on it on Monday :)

In related news, I just recently figured out how the sprite animation order goes on the sheet (it's played 2-3-4-2-5-6-repeat, not 2-3-4-5-6-repeat like I had thought) I've modified the front walk animation slightly so it's looking alright (I re-uploaded the sprite sheet in my previous post if you want to see it in-game) but the side view might still need a little work. But I'll wait for Jetryl's input on that first before I start working on that.
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Postby Rain » Sat Jul 14, 2007 5:47 am

Impressive!
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Postby fydo » Thu Jul 19, 2007 4:48 am

Hey there,

Here's a rear view animation, I've tried to add some shoulder and bum movements to make the walk look a little less stiff, but it still seems not quite right.
Do you think you could take a look at it, Jetryl?

[img:64:128]http://www.fydo.net/images/old_lady_rear-v2.gif[/img]

Thanks a bunch! :)
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Postby Roots » Thu Jul 19, 2007 4:51 am

Her head needs to bob a pixel or two I think. It looks very odd that everything above the bottom of her hood is motionless. That's all I can think to add, but otherwise the shading looks nice on the legs :)
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Postby Jetryl » Thu Jul 19, 2007 4:58 am

Roots wrote:Her head needs to bob a pixel or two I think.


It's her whole torso that should bob, just to make this absolutely clear for fydo, but yeah, Roots is exactly right.

Take care of that thing, and I'll look at the rest; specifically, in the sequence:
1,2,3,1,4,5 - frames 2 and 4 should be one pixel down, frames 3 and 5 should be two pixels down. If this confuses you, look at laila or vanica's sprites, and check the relative heights of the head.
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Postby fydo » Sat Sep 29, 2007 8:09 am

Yay, I'm alive!

[img:192:256]http://fydo.net/images/old_lady-rev2.png[/img]

I've made those changes you've suggested, Jetryl. I think it looks a lot better in-game now.

So yeah, as I mentioned in IRC, unless there is some glaring issue that I missed, I'll consider this done from my end.
You guys are of course free to do any touch-ups needed.
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Postby Jetryl » Sun Oct 14, 2007 11:43 pm

fydo wrote:Yay, I'm alive!

[img:192:256]http://fydo.net/images/old_lady-rev2.png[/img]

I've made those changes you've suggested, Jetryl. I think it looks a lot better in-game now.

So yeah, as I mentioned in IRC, unless there is some glaring issue that I missed, I'll consider this done from my end.
You guys are of course free to do any touch-ups needed.


I've committed this to SVN - I had to make some touch-ups. Probably the biggest thing was that it was her whole torso that needed to bob, not just her head.

[img:32:64]http://allacrost.org/staff/user/jetryl/NPCs/demosAndSingleFrames/old_woman_npc01_walk-n.gif[/img] [img:32:64]http://allacrost.org/staff/user/jetryl/NPCs/demosAndSingleFrames/old_woman_npc01_walk-s.gif[/img] [img:32:64]http://allacrost.org/staff/user/jetryl/NPCs/demosAndSingleFrames/old_woman_npc01_walk-w.gif[/img]
[img:192:256]http://allacrost.org/staff/user/jetryl/NPCs/old_woman_npc01_walk.png[/img]
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Postby turin » Tue Oct 16, 2007 12:39 am

I like how she switches which hand she has the cane in when she turns around. :P

It's certainly not a big deal, but it might be desired to fix it eventually.
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Postby Jetryl » Tue Oct 16, 2007 7:49 am

turin wrote:I like how she switches which hand she has the cane in when she turns around. :P

It's certainly not a big deal, but it might be desired to fix it eventually.


Yeah; it's an accepted RPGism - an accepted flaw in the graphics, based on the simple fact of the creators not having enough time to draw the necessary graphics. Even the cream of the SNES crop had this issue.

Being an open-source game, we actually have one way out of that problem - I myself don't have time to fix that, but someone else could. (I've decided not to have time for that, because anyone with a rudimentary skill at spriting could fix that. My time's best spent on the things most people can't do).
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Postby fydo » Tue Oct 16, 2007 2:47 pm

Wow, she's looking really good! Thanks for all of your help, Jetryl!
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