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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.
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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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.
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.
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.
(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