Re: Male Swing a Weapon / Throwing
Posted: 24 Jan 2009, 10:03
What. the hell.
Guys - the first animation in this thread is by far, the best, and it's not terribly good because it's way too short and the body is too stiff. This wacky, gimped-out lunge that you guys have been pushing back and forth sucks. It's just bizarre motion. Scrap it.*
Don't try and draw these animations in their "final form". Start with a stick figure and get the motion right before you actually start spriting the details. Every time you've done this, you've done some way-too-short little animation, impatiently decided that "oh that's good enough let's start spriting", and then spent hours making an animation based on a bad foundation.
Especially at your level(s) of skill you can't possibly expect to do these right the first try. You should be mocking up somewhere around a dozen stick figure animations before you attempt to actually sprite a real one.
If you're wondering, you should shoot for about 4-6 frames for a sword swing. 2 frames simply will not do to convey the motion.
* Don't argue that people have spent a lot of time and effort on it. It still sucks, and if you want something good, it has to be discarded. For someone competent, that's a trivial, disposable amount of work. If that's something you consider herculean, you need to practice, practice, practice until you can spit out that kind of work in an afternoon's time. It's just like programming - in order to be quick enough to get competent work done, certain operations, like say implementing quicksort (or whatever we choose as an example) should eventually get to the point where they're second nature, and it's not a crippling ordeal to do them. To get a significant amount of content done for TMW, you'll need *somebody* on the team who is at that level.
Guys - the first animation in this thread is by far, the best, and it's not terribly good because it's way too short and the body is too stiff. This wacky, gimped-out lunge that you guys have been pushing back and forth sucks. It's just bizarre motion. Scrap it.*
Don't try and draw these animations in their "final form". Start with a stick figure and get the motion right before you actually start spriting the details. Every time you've done this, you've done some way-too-short little animation, impatiently decided that "oh that's good enough let's start spriting", and then spent hours making an animation based on a bad foundation.
Especially at your level(s) of skill you can't possibly expect to do these right the first try. You should be mocking up somewhere around a dozen stick figure animations before you attempt to actually sprite a real one.
If you're wondering, you should shoot for about 4-6 frames for a sword swing. 2 frames simply will not do to convey the motion.
* Don't argue that people have spent a lot of time and effort on it. It still sucks, and if you want something good, it has to be discarded. For someone competent, that's a trivial, disposable amount of work. If that's something you consider herculean, you need to practice, practice, practice until you can spit out that kind of work in an afternoon's time. It's just like programming - in order to be quick enough to get competent work done, certain operations, like say implementing quicksort (or whatever we choose as an example) should eventually get to the point where they're second nature, and it's not a crippling ordeal to do them. To get a significant amount of content done for TMW, you'll need *somebody* on the team who is at that level.