Sergeant_Mark_IV wrote:This video will speak for itself.
GooberMan wrote:Sergeant_Mark_IV wrote:This video will speak for itself.
You're right. It's the same kind of horrible "smoothness" that HDTVs try to sell themselves with these days with their frame interpolation post-processing features.
Mr. Chris wrote:You have my support on this one too.
Enjay wrote:I like the idea. I like the animated gifs. I got quite excited. Then watched the video. I'm not sure what, perhaps it's that kinetic correctness that Blox mentioned, but there is just something a little bit odd looking going on. Perhaps I'm just not used to them after watching the same jerky animations for 20 years. However, in the case of the the smooth weapons I was instantly like "yup, that's better".
There is something about the demon mouth opening sequence. The new intermediate frame is somehow very obvious. He seems to open his mouth in two separate steps rather than a single smooth action. Perhaps that frame should be given a shorter duration or perhaps frames either side of the mid-open one are required (perhaps instead of the mid-open one).
Sergeant_Mark_IV wrote:I don't get your joke.
insightguy wrote:If this is gonna be released with the improved version of per's smooth weapons enhanced. we may as well just call it smooth doom/sandpaper doom... Are you gonna work on the torches and other vanilla doom objects?
Sergeant_Mark_IV wrote:Yes. For torches and general fire stuff, I'm still not sure if I will use Beautiful Doom's smooth torch sprites, or Brutal Doom's particles.
Sergeant_Mark_IV wrote:Gooberman, if your post was not a joke, then I assume that it was an insult. There is no "fancy interpolation techniques" here. All of these sprites are getting edited one by one, using basically the same techniques that any spriter around uses to make new sprites.
MG_Man wrote:Anyway, this actually looks pretty good! It's kinda weird how the new Imp animation pauses with every step, but I'm sure you'll iron it out eventually.
I'm not sure I dig the alternate death animations though (and the blood but that's probably not included with this I bet), but that's probably just ol' crummy purist me.
Scripten wrote:Sergeant_Mark_IV wrote:Gooberman, if your post was not a joke, then I assume that it was an insult. There is no "fancy interpolation techniques" here. All of these sprites are getting edited one by one, using basically the same techniques that any spriter around uses to make new sprites.
I think you're taking that way too harshly. What he's saying is that the original animations for the monsters only worked because there were limited frames. When you add more, the flaws inherent to the original sprites come out more. I mentioned it earlier in the thread, too. Not to say that your work isn't good, but if you really want to make a higher quality animation project shine, you'll have to replace a lot of the original sprites with ones that are more suited to "real" animation techniques.
There's a term used in animation called "keyframes." Essentially, they're frames that, if you removes any interpolation, would still convey the original intent of the animation. Doom's keyframes, to be frank are not very good, due almost entirely to the nature of the technology used to create them. So the criticism isn't necessarily of your work itself, but the nature of what you're basing it on.
TL;DR - If you want this project to really look good, you'll have to redraw all the sprites, even the originals.
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