High Quality Animations Project

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Lance
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Re: High Quality Animations Project

Post by Lance »

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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Blox
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Re: High Quality Animations Project

Post by Blox »

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.
ItsNatureToDie
Posts: 222
Joined: Tue Jun 23, 2009 1:59 am

Re: High Quality Animations Project

Post by ItsNatureToDie »

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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Mav3rick
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Re: High Quality Animations Project

Post by Mav3rick »

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...
Failure
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Joined: Sun Sep 16, 2012 9:21 pm

Re: High Quality Animations Project

Post by Failure »

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

Post by Matt »

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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Enjay
 
 
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Re: High Quality Animations Project

Post by Enjay »

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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Dortold
Posts: 52
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Re: High Quality Animations Project

Post by Dortold »

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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Matt
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Re: High Quality Animations Project

Post by Matt »

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

Post by Captain J »

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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Armaetus
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Re: High Quality Animations Project

Post by Armaetus »

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

Post by Valherran »

Mr. Chris wrote:I like those new player movements for the rifle.
This. makes Doomguy more bad ass looking IMHO.
JackCaliber
Posts: 6
Joined: Wed Feb 20, 2013 10:53 pm

Re: High Quality Animations Project

Post by JackCaliber »

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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Tormentor667
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Re: High Quality Animations Project

Post by Tormentor667 »

This is neat :)
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Keralastic
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Joined: Fri Jul 06, 2012 9:17 pm

Re: High Quality Animations Project

Post by Keralastic »

Image

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

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