styles of walking and running?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Maybe this book. Never had it. But heard good things about it. Google will lead you: The Animator's Survival Kit from Richard Williams.
Quote: Original post by zer0wolf
The Animator's Survival Kit is simply the best book written on animation, period. I have it and it rocks. He very much so goes into depth on how to animate a walk cycle to convey a given sense of emotion.
Seconded. I'm planning on going through some sample walk cycles myself as I teach myself animation, and this book has lots and lots on that very topic.
Amazon link if you want to read up on the details.
Obviously it's not very good yet - the boobs don't bounce, it's totally lacking in detail... but she runs! [grin] She's a concept for the thin female version of a 2D MMORPG avatar (there will be plump and muscular versions, and a male version of all 3 body types, in various skin tones, with hair, eyes, clothing, an other details applied as transparent layers on top of the basic sprite sheet to create user-customized sprites. Feel free to critique/make suggestions if you notice anything that looks wrong to you. At the moment I'm thinking I want the knee to go higher and the hand to not go as high.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Running is an act of controlled falling... the body is too upright, the center of gravity should be forward of the vertical. Also, the front leg needs to extend much more. Finally, you need some better timing/motion on things like the arms, which shouldn't follow a linear motion, they it should be almost parabolic... they have to decelerate and accelerate when they come to the end and beginning of their motion arcs.
I think this comes down to observation.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Thin Female Avatar Color Test
Still looks craptastic - I switched to vector graphics so it looks kinda lumpy, the sizing/proportion of things got a little strange, and I suspect the boob bounce is timed wrong... but at least the arms and legs seem to be all in the right places, lol.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
You have one too many frames where the leg is picked up, and one too few where it is put down. On the rear leg, when it is lifted, the ankle sort of stops moving and shakes. It should be a very constant and smooth motion. On the front leg, it is sort of 'kicked' out, instead of... correct. I think adjusting your frames along the leg in the air would really help this animation. If you look at the Muybridge, the human body looks very mechanical, very smooth... in the drawings, however, the motion isn't really smooth and regular.