Most detailed 2d animated character designs

  • #10, z afrlmeMonday, 17. July 2017, 20:13 hodinky 7 years ago
    Child of light is so fluid. Really liked the flying animations. The fight animations feel a big rugged though, but animations & movement in the rest of the game are very nice as are the lovely watercolor looking graphics.

    Memoria, Chains of Satinav & I believe even Deponia created & animated the characters in some 3D program, then exported & painted over them with zBrush from what I recall Simon or David telling me.

    Interaction isn't that complicated mate, but it does take a bit of planning. Say for example you want your character to take something from the wall & you actually want to animate the character physically taking the object from wall to hand to pocket/bag/hat, then you are going to need to figure out the scale % the character will be at the interaction point then you are going to need to scale up/down the item that's on the wall in the characters animation frames so that it doesn't randomly end up looking like a miniscule or gigantic version of whatever it was you just picked up. It helps if the artist/animator can mess around with the scene a bit so they know first hand how something looks.

    A lot of the old point & click games actually put effort into animating everything. Take a look at Simon the Sorcerer or Broken Sword. Everything was animated. Broken Sword 5 on the other hand. cry

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  • #11, z NigecMonday, 17. July 2017, 20:27 hodinky 7 years ago
    Yeah some of Sandra and Woo is 3D.. I thought it was illustrated to be honest until he told me lol
    I just don't have the patience to do character animation, even with the nice tools kicking about.
    All my rubbish attempts with AGS and Lassie had Daz or Poser characters and I thought they sucked, but there is better animation files these days
    I'm half considering a escape the room which maybe 3rd person but I'll probably enlist some help, I'll just do the main game then see if anyone is interested

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  • #12, z afrlmeMonday, 17. July 2017, 20:46 hodinky 7 years ago
    He? I thought the dev was a woman?

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  • #13, z NigecMonday, 17. July 2017, 21:10 hodinky 7 years ago
    He? I thought the dev was a woman?

    the graphics guy isn't, Korahan wink

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  • #14, z afrlmeMonday, 17. July 2017, 21:23 hodinky 7 years ago
    He? I thought the dev was a woman?

    the graphics guy isn't, Korahan wink
    haha, ok dokie. Didn't multiple people contribute the art & animations?

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  • #15, z NigecMonday, 17. July 2017, 21:33 hodinky 7 years ago
    yeah theres quite a few people in the credits on the development side



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  • #16, z MachtnixMonday, 17. July 2017, 23:46 hodinky 7 years ago
    Child of light is so fluid. Really liked the flying animations. The fight animations feel a big rugged though, but animations & movement in the rest of the game are very nice as are the lovely watercolor looking graphics.
    Yeah, that's why I want to insert a start and an end walking animation in Visionaire. The hair of the child is very amazing.

    I think for well looking to-use-actions you don't need an animation for EVERY situation. But if you have four or six animations you have almost 80% of cases which fits well. In the wonderful "Last of Us" it's ridiculous to watch Joel grabbing into empty space, BECAUSE the world is so detailed. Action and scene don't work together. That sucks. OK, it's another kind of game. In "Satinavs Ketten" there is a point to give an item to Nuri, but she is in a boat meters away. THAT looks funny... 

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  • #17, z afrlmeTuesday, 18. July 2017, 00:48 hodinky 7 years ago
    I don't remember that bit in Chains of Satinav. Granted it's been a while since I played it & my memory isn't all that great. As for The Last of Us. It's a 3D game, there's always weird things happening with the animations.

    As for begin walk animation, you can do that easily by carefully selecting which walk animation frame to use as the first frame. The end walk animation is somewhat more complicated as you need to figure out the last frame when the character stops & then decide if the left or right leg is extended then play the correct animation from the right frame so that it starts with frame that looks the same as the regular walk animation when it ended. If we could create walk animations per leg, then we could more easily create stepping & also have the engine automatically reverse the current leg walk animation back to the first frame when the character stops.

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  • #18, z MachtnixTuesday, 18. July 2017, 01:15 hodinky 7 years ago
     If we could create walk animations per leg, then we could more easily create stepping & also have the engine automatically reverse the current leg walk animation back to the first frame when the character stops.
    I don't really understand this part.

    For example I create a walking loop of 12 frames. OK, I can start every walk with the left foot. So the start animation has to stop on the left foot. You are right - that's easy. But I haven't any influence which frame is the last frame to stop the walk, have I? Maybe it is the frame left foot on floor or right foot on floor or between.

    Or it's fact that Visionaire completed the whole walk loop in every case before stopping? I never have remarked this. Then I have only one choice to attach the end animation and all it's fine (it's always the same frame). If not, I have 12 choices to begin the end animation - and that's bad...

    It's the wrong thread, I know... wink

    Yes, you are right - I can't compare a 3D-Playstation game with Visionaire, but it was only an example for using wonderful scenes like reality and using such stupid animations, which destroys the impression...

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  • #19, z afrlmeTuesday, 18. July 2017, 02:10 hodinky 7 years ago
    I meant 3D games in general always have weird animations & glitches. Playable character walking into invisible barriers or character model having hair or parts of clothes poking through face or arms or the character looking like they are partially stuck inside of a wall or something. I think creating & programming 3D worlds is probably very complicated task on account of all the different world objects you have to take into consideration & it's impossible to predict what every player is going to do as some players intentionally don't play the game how the developer intended in order to see if they can break the game or at the very least hunt for bugs & glitches.

    What I meant about the leg animations was it would be nice if we could create 2 animations for walking. One per each leg. Basically it would be same as you currently have it, but you put the animations for the leading leg (leg that's forward of the character) in the relevant leg animation slot. This way the animation is split in 2 & the engine knows which leg is currently the leading leg. I know in text this sounds confusing... it's confusing enough to me & I speak English natively, so it probably makes even less sense to you.

    https://media.giphy.com/media/l0IyhHDtw0opb8XQI/giphy.gif

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  • #20, z MachtnixTuesday, 18. July 2017, 03:32 hodinky 7 years ago
    OK, I think I understood (a little bit). You can't do it the same way to mark a frame as leader? No, I see, it's not the same. So, waiting for R 6.

    Btw: More than panorama turn I miss different way systems for NPCs in action which can move without bumping together smile


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