How do you design your sprites movements?

Discussion and feedback on Construct 2

Post » Fri Nov 18, 2011 1:21 pm

Hello there ,

This topic is not about Construct2, but i hope i did nothing wrong if I ask here this question.
I was wondering to how do you design your sprites movements.
Here is one example :

I think that one of most beautiful things in a videogame is how the sprites movements works. I personally design the sprites firs in paper and after with design programs like photoshop or illustrator.
Unfortunately it's not easy to make corret movements of the sprites. Sometimes the final work is not perfect like i wanted even if i worked on the design a lot. So, i ask you help. What are your secrets? how do you make your character movements correct ? Do you use any programs that allow your sprites to walk/jump/run properly ?mrsponkie2011-11-18 13:22:32
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Post » Sat Nov 19, 2011 12:20 am

poser....or makehuman (free alternative)
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Post » Sat Nov 19, 2011 12:45 am

For particularly large sprites, it's probably not a bad idea to make 3D models first, then animate and paint over them. It's a lot of work but at least your characters will be anatomically correct, which can be difficult without reference.

As for the animation itself, I dunno..I've always found it to be pretty easy to figure out how something should move. If you really have to, make a "skeleton" or wireframe of the character animation first, then draw over it. It will be easier to tweak that way.

Another "trick" is to make your entire animation in a small amount of frames, and then add "tween frames" to smooth it out. I do that a lot, especially for walking animations.

Mike Judge once said "If you're going to be an animator, you should probably take physics classes"...or something like that..It's really not a bad idea. Learning physics can teach you how things should move and interact in the real world. Crappy example, but think of a rubber ball. It doesn't just hit the ground and bounce, it flattens out as it comes into contact with the ground, then turns into a sort of oval and moves upwards. Only when it's back in the air does it go back to its normal shape. It will probably jiggle a bit afterwards, too. A good animator will take this into account, and probably exaggerate the shaping of the ball, and maybe even add some dust particles or lines/dashes to show the ball is moving at high speeds.

Yep.Tokinsom2011-11-19 00:48:37
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Post » Sat Nov 19, 2011 4:02 am

i'm using anime studio to make smooth animations for the sprites, you just have to breake the body parts you want to animate and using the bone animation tool
exemple:
http://www.youtube.com/watch?v=3E5QbqDYAtM
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Post » Sat Nov 19, 2011 9:12 am

If the animation is complex, I do it as a series of rough liney sketches and put that into photoshop. Once the animation looks smooth like that, I'll lay down an actual figure and build up from there.
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Post » Sat Nov 19, 2011 11:32 am

i tried anime studio before....it's very useful because u can quickly import your scanned drawings or camera pictures and convert them to vectors...very nice if u don't want to spend your time with illustrator or tons of external sotfwares...really a very good product
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Post » Sat Nov 19, 2011 11:49 am

ok i'm downloading the free trial right now :)
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Post » Sat Nov 19, 2011 1:13 pm

Ok i started to work with animestudio, but how to export as png file sheet?
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Post » Sat Nov 19, 2011 1:37 pm

@mrsponkie i'm not so expert with animestudio but why u don't try other free alternatives ? take a look on this:

http://www.synfig.org/cms/
http://www.flat2d.com/easytoon/Information_en.aspx
http://www.digicelinc.com/
http://creatoon.com/
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Post » Sat Nov 19, 2011 2:41 pm

What are your secrets?

There are different animation techniques. It depends on what you prefer. Frame by frame drawing, or cut out, or bone rigging?
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