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Author Topic: Request - Walk cycle animation for the player character  (Read 23573 times)
Sirren
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« Reply #15 on: August 16, 2009, 03:19:25 PM »

I reworked the textures and the trunk model. I also modelled the char legs with somewhat bent knees, now the guy is fully standing. The lighting setup is the standard one, or it should, I'm not sure about shadow direction. Full ambient occlusion on.
Don't worry about hurring, there's room (and a lot of work) for everybody  Grin
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qubodup
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« Reply #16 on: August 16, 2009, 04:09:18 PM »

This looks awesome... o_O

Use some white background please, it`s really hard to judge.
unfortunately I couldn't figure out how make the frames replace each other (I used convert -delay 10 -loop 0 */090/* animated.gif ) but this shows the difference between movement and standing.
old


PS:
I got help on irc.freenode.net#imagemagick, convert -dispose background -delay 10 -loop 0 */090/* animated.gif made it possible:
old

PPS:
Quote
17:26 < retroj> qubodup: on second thought, -dispose previous should do the same thing, but have better browser compatibility
also, here a white-bg version:
convert -bordercolor white -border 0x0 -delay 10 -loop 0 */090/* animated.gif

PPPS: I also got the hint to use -layers optimize and the program gifscale
« Last Edit: August 16, 2009, 04:51:24 PM by qubodup » Logged
Sirren
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« Reply #17 on: August 16, 2009, 05:48:53 PM »

I found a free .XML editor and I tried to put a single frame stand and my walk animation.. Nothing to do, the game does not even start. We'll have to wait for someone in the programming departement to do it.
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mvBarracuda
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« Reply #18 on: August 16, 2009, 06:40:01 PM »

I'll take care of it tomorrow Sirren :-) Great work.
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Sirren
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« Reply #19 on: August 16, 2009, 06:45:57 PM »

Fine then. As soon as I'm sure the walk clip "tiles" with the stand idle I'll do the same with the female character.
As a side note: this character is rigged to a fairly generic skeleton.. Or better, it has no anchorage point for weapons/bouncing backpacks/waving hair and so forth. I can add fighting animations to it if they're needed for the technical demo, but I'm not sure I'll be able to reuse them. Kinda depends on the complexity of the sprites we want/need.
Oh, I renamed one of the new frames and loaded it in game. I can upload it if you want, it looks good.
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Gaspard
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« Reply #20 on: August 16, 2009, 07:19:53 PM »

I can upload it if you want, it looks good.

Smiley


...


(I can't run PARPG right now, got only a mac..)
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Sirren
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« Reply #21 on: August 16, 2009, 07:35:11 PM »

Simply download my, well, upload, get the first frame in the 135 orientation folder and rename it as man.png. Done.
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Kaydeth
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« Reply #22 on: August 16, 2009, 11:51:37 PM »

If anyone wants to grab this ticket it's fine with me. I still need to finish up merging the object and map files.

If you want to work on the ticket please assign it to yourself. If you don't have an account then assign it to "Kaydeth_parpg" and add "Assigned to <your name>" in the comments.

http://parpg-trac.cvsdude.com/parpg/ticket/84

It should only be a matter of setting up the animation XML files with the graphics Sirren has provided. I would use the Rio de Hola animation files as a starting point.

Thanks for the great graphics Sirren.
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mvBarracuda
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« Reply #23 on: August 17, 2009, 12:19:26 AM »

Assigned it to me, should get tackled tomorrow.
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mvBarracuda
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« Reply #24 on: August 17, 2009, 05:46:35 PM »

Just trying to get the animation into the game, at how many fps should the idle and walk animations be displayed?
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Sirren
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« Reply #25 on: August 17, 2009, 09:38:37 PM »

Fps should be tested, I'd say some two seconds for stand idle and 1,5/2 for the walking animation.
By the way, I saw you committed a lot of stuff today.. I cannot upgrade via SVN, I get an error stating: "Target path does not exist". Anyone else?
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Kaydeth
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« Reply #26 on: August 17, 2009, 09:55:22 PM »

Fps should be tested, I'd say some two seconds for stand idle and 1,5/2 for the walking animation.
By the way, I saw you committed a lot of stuff today.. I cannot upgrade via SVN, I get an error stating: "Target path does not exist". Anyone else?

The repository path changed. Check out this thread:

http://forums.parpg.net/index.php?topic=389.0
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Sirren
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« Reply #27 on: August 17, 2009, 10:13:04 PM »

Done, thanks.  Cheesy
Ok, some stuff I noticed:
Shadow should be darker.
Camera setup seems good.
As far as I can understand sprite centering between walk/stand idle is good. Shifting from unarmed to armed should be tested.
Fps of walk animation to be fixed.
The character's knee angle in said animation must be fixed  Undecided
The character tends to rotate to 000 on it's own.
I'll work on this tomorrow in the morning.
« Last Edit: August 17, 2009, 10:26:30 PM by Sirren » Logged
Sirren
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« Reply #28 on: August 18, 2009, 12:19:14 PM »

Done, shadow's darker (not a lot though), walking animation's a lot better. Feet slide like mad, to fix this I should be able to see a floor rectangular grid in game. Is this possible? This will also be required to center get up animations.
To commit my editing? Right click SVN commit, right?
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mvBarracuda
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« Reply #29 on: August 18, 2009, 12:39:31 PM »

Yep Sirren :-)
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