[WIP] Bitan
[WIP] Bitan
Monster in development...
Well this is the first try of a simple movement, attack with stingers...I did a GIF image to show the movement, please let me know any suggestion and correction
Well this is the first try of a simple movement, attack with stingers...I did a GIF image to show the movement, please let me know any suggestion and correction
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- Modanung
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Gee... those animated GIFs makes these PCs at work show how slow they are.
About the animation; it's a good start. But there are some things. First of all the tail doesn't reach beyond the creature's head. So he's more like dancing then hurting someone.
Secondly, I suppose you meant the tail to reach over the creatures body, with the current shading it looks more as if it reaches along side of it.
Finally, the shape and of the tail change quite a bit during the attack. Maybe the body should curl more and maybe the creature would only have his front two legs and his fangs/pincers/jaws on the ground.
About the animation; it's a good start. But there are some things. First of all the tail doesn't reach beyond the creature's head. So he's more like dancing then hurting someone.
Secondly, I suppose you meant the tail to reach over the creatures body, with the current shading it looks more as if it reaches along side of it.
Finally, the shape and of the tail change quite a bit during the attack. Maybe the body should curl more and maybe the creature would only have his front two legs and his fangs/pincers/jaws on the ground.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
The walk cycle would convince me better if the body adopted to the walking.
I really like how the hind legs curl up upon stinging: it really looks like it's putting an effort into the attack. First sign of killing intent in our attack animations so far, AFAIK.
I hope you can bear all the negative feedback and are aware that you can always disagree with us and that will only lead into conversation about the disagreed topic. This applies universally for everyone: Conversation leads into ideas and ideas are required for improvement. Sometimes one needs to try out the bad options too to see why they're bad. Different levels of quality bring perspective into play and potentially justify our decisions about stylistical issues.
I raise my hat for your effort for perfection here. Animating stuff is really hard since the small details make the impression and the whole cannot be sloppily done either. I hope our current spur of pixellation activism would inspire more people into trying.
I really like how the hind legs curl up upon stinging: it really looks like it's putting an effort into the attack. First sign of killing intent in our attack animations so far, AFAIK.
I hope you can bear all the negative feedback and are aware that you can always disagree with us and that will only lead into conversation about the disagreed topic. This applies universally for everyone: Conversation leads into ideas and ideas are required for improvement. Sometimes one needs to try out the bad options too to see why they're bad. Different levels of quality bring perspective into play and potentially justify our decisions about stylistical issues.
I raise my hat for your effort for perfection here. Animating stuff is really hard since the small details make the impression and the whole cannot be sloppily done either. I hope our current spur of pixellation activism would inspire more people into trying.
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I'll try to create a walking sequence with a less curved bodyRotonen wrote:The walk cycle would convince me better if the body adopted to the walking.
Rotonen wrote:I really like how the hind legs curl up upon stinging: it really looks like it's putting an effort into the attack. First sign of killing intent in our attack animations so far, AFAIK.
I'll tryRotonen wrote:I hope you can bear all the negative feedback and are aware that you can always disagree with us and that will only lead into conversation about the disagreed topic. This applies universally for everyone: Conversation leads into ideas and ideas are required for improvement. Sometimes one needs to try out the bad options too to see why they're bad. Different levels of quality bring perspective into play and potentially justify our decisions about stylistical issues.
Thank you and I hope so too.Rotonen wrote:I raise my hat for your effort for perfection here. Animating stuff is really hard since the small details make the impression and the whole cannot be sloppily done either. I hope our current spur of pixellation activism would inspire more people into trying.
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Apart from the body being very static the first segment of the legs doesn't move at all either. I think it would look better if the legs were lifted when moving forward. A bit like this:
It would be great if the body would move in a snake-like motion. Swaying.
It would be great if the body would move in a snake-like motion. Swaying.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
It's getting really hard but I'm excited about the outcome, I barely finished 4 frames, I think the complete walking sequence is going to take like 10 or more frames so it's going to take some time
Edit: Just 5 frames, not perfect but here you have an idea of what am I trying to do, ignore the legs, main actual focus is in the body
Edit2: Second version with 10 frames, still incomplete
I think is going to take another 3 or 4 frames more.
Edit: Just 5 frames, not perfect but here you have an idea of what am I trying to do, ignore the legs, main actual focus is in the body
Edit2: Second version with 10 frames, still incomplete
I think is going to take another 3 or 4 frames more.