Help, I suck at animating!

For questions about using Classic.

Post » Wed Dec 23, 2009 3:33 am

Should we have a subforum for this kind of thing?

Okay, I'm much more of a programmer than an artist. So, could any of you fine artists help me make this lame bones animation look like a decent running animation?
And if this comes easy to you, would you help me with a few other needed animations? :D

Edit: I keep doing this lately :s
here's the link: [url:3q1kwax1]http://octavoarte.cl/caution.cap[/url:3q1kwax1]
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Post » Wed Dec 23, 2009 4:38 am

[quote="Madster":bmfj9mej]Should we have a subforum for this kind of thing?

Okay, I'm much more of a programmer than an artist. So, could any of you fine artists help me make this lame bones animation look like a decent running animation?
And if this comes easy to you, would you help me with a few other needed animations? :D

Edit: I keep doing this lately :s
here's the link: [url:bmfj9mej]http://octavoarte.cl/caution.cap[/url:bmfj9mej][/quote:bmfj9mej]

A quick trick: Find a run or walk sequence, make that a sprite or something, stick it behind your little man, then simply move, rotate the pieces to match, moving the background sprite along for each frame. No artistic ability required, just a good selection of source images to work from. You're effectively rotoscoping it then and wont fail to get a decent result if you match up the bone segments with the source.

This is assuming you can see objects in the background when editing bones, I've only looked at them briefly. :)
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Post » Wed Dec 23, 2009 8:43 am

Well, my first tip with the bones system is don't start your bones on the hips. Make a "blank" bone and use that as your primary bone object, and attach your hips and everything else to that. That way you can move the hips around as well. It's a little odd when someone is running along and their hips and torso slide steadily along above the ground at exactly the same height.

Second tip: There's a ton of animation reference material on the web. Do like LmK says and google yourself up some. Depending on how you pose your keys you can make a pretty decent run cycle with four to six frames, but too many more might be overkill.

And a sub-forum might not be a bad idea... like a Help/Tech for anything that's non-Construct specific yet still game-creation related. Like how to make pixel art, or how to use Photoshop or Gimp or sound editing software.
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Post » Wed Dec 23, 2009 11:19 am

You may use this test cap of ours as a reference for bone animating. My animations are rather groovy, basically looks like dancing of some sort (fits the project style), but I'd think it might be good reference for the kind of gameplay demonstrated in the cap.

Arrow keys - move
Shift - jump
CTRL (hold) - run

http://planar-studios.com/files/example/boneanim1.zip
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Post » Wed Dec 23, 2009 12:37 pm

Perhaps its time for a motion capture plug. :P
Actually its probably doable now, not with bones, but some tweening is possible.
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Post » Wed Dec 23, 2009 3:29 pm

lol Newt

OT:
Jumalauta taas yks suomalainen
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Post » Wed Dec 23, 2009 4:05 pm

Zotged:
I dont understand how you make the bones work in the model..
I cant see there are any bones.. ?

If would be awesome if you could comment on the lines what you are doing so i and others could understand it line by line :D

Regards
Sigurgeir
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Post » Wed Dec 23, 2009 5:01 pm

[quote="eski":e83se5rp]Zotged:
I dont understand how you make the bones work in the model..
I cant see there are any bones.. ?[/quote:e83se5rp]

It's the Bone Behavior movement. You apply Bones Behavior to an object, and then you can use that object to control other sprites by moving and rotating them in the animation editor.

Click on the purple rectangle in Zotged's .cap file. You can see in the properties that's the one with Bones. It controls all of the body parts for the player. If you click Edit in the Bones properties, the animation editor will appear.

You're probably going to want to zoom in to work on the figure. Anyway, here's the Bones wiki page, it'll tell you what all that stuff does:

http://sourceforge.net/apps/mediawiki/c ... e_Behavior


Oh and Zotged, you really should rig your bone character to the box by his hips, not his torso. The hips are the center of movement. It's a lot easier to animate that way. If you rotate the torso to make your character bend at the waste then your hips go all out of whack, and then you'll need to move the torso and try to line up the hips where they were before etc. By rigging from the hips you can save yourself a lot of needless hassle.
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Post » Fri Dec 25, 2009 5:49 pm

[quote="Zotged":k4uwsp1d]You may use this test cap of ours as a reference [/quote:k4uwsp1d]
Holy, that's some good animation!

I just want a stickman that doesn't look like he has brain damage XD
I'll take my own advice and the one given here... and film some references.
Nice tip about the root bone btw. Didn't know that.

Also, I wish the bone animator was more comfortable to use :P
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Post » Tue Dec 29, 2009 8:13 am

Ooo Ooo! I have a cap of a lovely stick man movement animation system for you! :wink:

Heres the animations You can use whatever you want. I can do more for you too, cause I am the other way around. I'm more of an artist than a programer. All the crap in there is placeholder, I was learning construct and building my movement system.

P.S. I can't open your .cap, It says "out of memory"
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