High Quality Animations Project

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Re: High Quality Animations Project

Postby Lance » Fri Mar 22, 2013 3:51 am

Vaecrius wrote:
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?


Now that I looked at them more closely, yeah it actually does already look like that. lol
Guess I'm not used to the smoothness yet.
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Re: High Quality Animations Project

Postby Blox » Fri Mar 22, 2013 6:03 am

A lot of the animations aren't suited for being more fluid, because they have to display a certain degree of variation without too much motion.

A prime example of this is the imp walking animation, which is just plain wrong - but a walking animation that choppy with move pronounced motion would look ugly as sin.
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Re: High Quality Animations Project

Postby ItsNatureToDie » Fri Mar 22, 2013 6:04 pm

Player/zombie are another example of wonky walking animation. Here is what nature walking (to the best of my ability anyways) vs the current. BTW WIP on pinky bite attack.
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Re: High Quality Animations Project

Postby Mav3rick » Fri Mar 22, 2013 8:17 pm

ItsNatureToDie wrote:Player/zombie are another example of wonky walking animation. Here is what nature walking (to the best of my ability anyways) vs the current. BTW WIP on pinky bite attack.


well the right horn looks like vanishing...
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Re: High Quality Animations Project

Postby Failure » Sat Mar 23, 2013 12:58 am

This belongs to Brutaldoom ;).
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Re: High Quality Animations Project

Postby Matt » Sat Mar 23, 2013 1:06 am

ItsNatureToDie wrote:Thought about making a new set of walking rotations for the player/zombie due to that reason. Not sure if I like how the rifle butt is tucked in the arm of the player though.
That is perfect. :shock:
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Re: High Quality Animations Project

Postby Enjay » Sat Mar 23, 2013 4:08 am

Looks very good to me.

Heh, the original looks like he is suspended by his head and his body is swaying around in small circles.
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Re: High Quality Animations Project

Postby Dortold » Sat Mar 23, 2013 7:20 am

Enjay wrote:Looks very good to me.

Heh, the original looks like he is suspended by his head and his body is swaying around in small circles.

Can't unsee. >_<
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Re: High Quality Animations Project

Postby Matt » Sat Mar 23, 2013 12:45 pm

Dortold wrote:Can't unsee. :V
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Re: High Quality Animations Project

Postby Captain J » Sun Mar 24, 2013 3:33 am

Vaecrius wrote:
Dortold wrote:Can't unsee. :V
'Stop shaking your cock on camera.'

...this comment got a 79 score.
and cannot stop laughing!!!
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Re: High Quality Animations Project

Postby Armaetus » Wed Apr 10, 2013 1:14 pm

I like those new player movements for the rifle.
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Re: High Quality Animations Project

Postby Valherran » Wed Apr 10, 2013 1:25 pm

Mr. Chris wrote:I like those new player movements for the rifle.


This. makes Doomguy more bad ass looking IMHO.
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Re: High Quality Animations Project

Postby JackCaliber » Thu Apr 11, 2013 9:09 pm

Blox wrote: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.)


You know some half-ass morphs wouldn't be bad at all if you wanted Doom to play like it would on acid :D
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Re: High Quality Animations Project

Postby Tormentor667 » Fri Apr 12, 2013 1:09 am

This is neat :)
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Re: High Quality Animations Project

Postby Keralastic » Sat Apr 13, 2013 9:38 am

Image

Actually looks pretty good with about half the frames! Might be a tad too fast though.
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