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Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 4:11 pm
by Xaser
Hmm, it looks like it might be better, but the sprite offsets in the animation are really wobbly so it's difficult to tell.

Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 4:28 pm
by chronoteeth
You know, im thinking

Combine smooth animation with the texture lump and you can have even smoother looking weapons, like it transitions frame to frame much smoother.

Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 4:43 pm
by Blox
Image
hehehehe

Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 5:00 pm
by Dortold
Blox wrote:Image
hehehehe
As disjointed as that is, I can honestly say that would still scare the fuck out of me. I'm imagining it teleporting a la Ringu girl every time the frame skips. O_O;;

Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 5:04 pm
by Blox
That's not what this is all about. :P
Image Image
Knock knock, delivery time!
Image

Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 5:28 pm
by kb1
Blox wrote:Image
hehehehe
Oh, THAT is bad-ass! :shock: Out of curiosity, what app did you use for the morph? I was thinking a morph could also be used to add inbetween rotations for 16-angle monsters, but, speaking practically, would those views really get seen enough to justify it?
Blox wrote:That's not what this is all about. :P
Image Image
Knock knock, delivery time!
Image
You've nailed it, right there! That's "smoove", man. 8-) To me, that captures pinky's movement just as expected - in other words, nothing jumps out as being non-authentic. And, it looks good! Hmmm, wish I could draw...and provide some assistance.

Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 6:02 pm
by Blox
Image
lazy demon is lazy

As for what I'm using, Minigunner showed me this "Sqirlz Morph" program thingy, it's rather unsuitable for sprite work. (Which is why I scale it up with 4x xBR first, to at least retain some sharpness.)
Spoiler: Messy work is messy
Oh, and 16 rotations are quite noticeably smoother. And if you can take some tiresome dot placing work, you could try and see if it works out. :p
(I'd recommend setting the morph settings to Mix 2 however, because Mix 1 looks bad, and Mix (Wild) looks even worse.)

Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 8:48 pm
by USSRBear
This is looking very promising so far, keep up the hard work =)

Re: High Quality Animations Project

Posted: Tue Mar 19, 2013 9:25 pm
by LkMax
This "light" version of the Brutal Doom blood could very well be added as a mutator...

Re: High Quality Animations Project

Posted: Wed Mar 20, 2013 3:00 am
by Captain J
i'm gonna play this wad because of your pinky! >:D
so what about cacodemon? just add a death animation?

Re: High Quality Animations Project

Posted: Wed Mar 20, 2013 4:07 am
by CaptainToenail
Blox, I like these animations. :)

A problem though, is there actually enough tics to insert the frames into the monster's code? Also, won't this introduce Decorate coding problems? :?

Re: High Quality Animations Project

Posted: Wed Mar 20, 2013 11:16 am
by .+:icytux:+.
CaptainToenail wrote:Blox, I like these animations. :)

A problem though, is there actually enough tics to insert the frames into the monster's code? Also, won't this introduce Decorate coding problems? :?
One can always pick out the frames that are needed for a 1-tic animation, And you can always work around the Deocrate coding problems if you bother to do the semi-tedious process of making the otherwise simple code into the long code needed.

Re: High Quality Animations Project

Posted: Wed Mar 20, 2013 11:32 am
by CaptainToenail
Yeah, I was thinking mainly of A_Chase. The code will be a repetitive mess too. :x

How are pain and idle states to be handled? For idle monsters, the 'foot-tapping' ideally would be replaced with stationary animations (with breathing/fidgeting movements?). As for pain states, will need some sort of recoiling movement most likely. Maybe a morph from the existing walking to pain frames?

Re: High Quality Animations Project

Posted: Thu Mar 21, 2013 7:31 pm
by Lance
Wow that's pretty smooth, though the demon's body seems to be shifting too much to the sides. Almost looks like he's about to fall over.

Re: High Quality Animations Project

Posted: Fri Mar 22, 2013 1:15 am
by Matt
Lance wrote:Wow that's pretty smooth, though the demon's body seems to be shifting too much to the sides. Almost looks like he's about to fall over.
Doesn't it normally look like that?