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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stern</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-06-07T18:54:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40196</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40196"/>
		<updated>2011-01-20T18:32:38Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==10 Principles to Playing Wesnoth Well==&lt;br /&gt;
&lt;br /&gt;
1. Grab your towns. Get all of your towns by turn 3.&lt;br /&gt;
&lt;br /&gt;
2. Keep the guys who have xp.&lt;br /&gt;
&lt;br /&gt;
3. Move guys in back first.&lt;br /&gt;
&lt;br /&gt;
4. Make sure front line has healthy grunts.&lt;br /&gt;
&lt;br /&gt;
5. Attack at your time of day.&lt;br /&gt;
&lt;br /&gt;
6. Don't retreat unless pushed.&lt;br /&gt;
&lt;br /&gt;
7. Don't give up units.&lt;br /&gt;
&lt;br /&gt;
8. Pile on the pressure.&lt;br /&gt;
&lt;br /&gt;
9. Units that can't move die.&lt;br /&gt;
&lt;br /&gt;
10. Use your king.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Battle Lines and the ability to put pressure on the opponent.&lt;br /&gt;
&lt;br /&gt;
==Unit Composition==&lt;br /&gt;
&lt;br /&gt;
Lots of Beefy guys in front, big guns in back.&lt;br /&gt;
&lt;br /&gt;
==Structure== - (Like Pawn Structure)&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad - Battle Formation vs Harriers&lt;br /&gt;
&lt;br /&gt;
==Opposition==&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad and Even&lt;br /&gt;
&lt;br /&gt;
==Advancing and Retreating==&lt;br /&gt;
&lt;br /&gt;
All about push and pull. In preparation of Break Through.&lt;br /&gt;
&lt;br /&gt;
==Time of Day==&lt;br /&gt;
&lt;br /&gt;
Need cool cyclical graph -_/\_-\/-&lt;br /&gt;
&lt;br /&gt;
==Opening==&lt;br /&gt;
&lt;br /&gt;
Choosing Recruits&lt;br /&gt;
&lt;br /&gt;
Placement inside of Castle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mid Game==&lt;br /&gt;
Damage them so they can't form a line.&lt;br /&gt;
&lt;br /&gt;
==End Game==&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40195</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40195"/>
		<updated>2011-01-20T18:29:51Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''10 Principles to Playing Wesnoth Well'''&lt;br /&gt;
&lt;br /&gt;
1. Grab your towns. Get all of your towns by turn 3.&lt;br /&gt;
&lt;br /&gt;
2. Keep the guys who have xp.&lt;br /&gt;
&lt;br /&gt;
3. Move guys in back first.&lt;br /&gt;
&lt;br /&gt;
4. Make sure front line has healthy grunts.&lt;br /&gt;
&lt;br /&gt;
5. Attack at your time of day.&lt;br /&gt;
&lt;br /&gt;
6. Don't retreat unless pushed.&lt;br /&gt;
&lt;br /&gt;
7. Don't give up units.&lt;br /&gt;
&lt;br /&gt;
8. Pile on the pressure.&lt;br /&gt;
&lt;br /&gt;
9. Units that can't move die.&lt;br /&gt;
&lt;br /&gt;
10. Use your king.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
Battle Lines and the ability to put pressure on the opponent.&lt;br /&gt;
&lt;br /&gt;
''Unit Composition''&lt;br /&gt;
&lt;br /&gt;
Lots of Beefy guys in front, big guns in back.&lt;br /&gt;
&lt;br /&gt;
''Structure'' - (Like Pawn Structure)&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad - Battle Formation vs Harriers&lt;br /&gt;
&lt;br /&gt;
''Opposition''&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad and Even&lt;br /&gt;
&lt;br /&gt;
''Advancing and Retreating''&lt;br /&gt;
&lt;br /&gt;
All about push and pull. In preparation of Break Through.&lt;br /&gt;
&lt;br /&gt;
''Time of Day''&lt;br /&gt;
&lt;br /&gt;
Need cool cyclical graph -_/\_-\/-&lt;br /&gt;
&lt;br /&gt;
''Opening''&lt;br /&gt;
&lt;br /&gt;
Choosing Recruits&lt;br /&gt;
&lt;br /&gt;
Placement inside of Castle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Mid Game''&lt;br /&gt;
Damage them so they can't form a line.&lt;br /&gt;
''End Game''&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40187</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40187"/>
		<updated>2011-01-20T07:10:55Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''10 Principles to Playing Wesnoth Well'''&lt;br /&gt;
&lt;br /&gt;
1. Grab your towns. Get all of your towns by turn 3.&lt;br /&gt;
&lt;br /&gt;
2. Keep the guys who have xp.&lt;br /&gt;
&lt;br /&gt;
3. Move guys in back first.&lt;br /&gt;
&lt;br /&gt;
4. Make sure front line has healthy grunts.&lt;br /&gt;
&lt;br /&gt;
5. Attack at your time of day.&lt;br /&gt;
&lt;br /&gt;
6. Don't retreat unless pushed.&lt;br /&gt;
&lt;br /&gt;
7. Don't give up units.&lt;br /&gt;
&lt;br /&gt;
8. Pile on the pressure.&lt;br /&gt;
&lt;br /&gt;
9. Units that can't move die.&lt;br /&gt;
&lt;br /&gt;
10. Use your king.&lt;br /&gt;
&lt;br /&gt;
''Economy''&lt;br /&gt;
&lt;br /&gt;
Battle Lines and the ability to put pressure on the opponent.&lt;br /&gt;
&lt;br /&gt;
''Unit Composition''&lt;br /&gt;
&lt;br /&gt;
Lots of Beefy guys in front, big guns in back.&lt;br /&gt;
&lt;br /&gt;
''Structure'' - (Like Pawn Structure)&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad - Battle Formation vs Harriers&lt;br /&gt;
&lt;br /&gt;
''Opposition''&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad and Even&lt;br /&gt;
&lt;br /&gt;
''Advancing and Retreating''&lt;br /&gt;
&lt;br /&gt;
All about push and pull. In preparation of Break Through.&lt;br /&gt;
&lt;br /&gt;
''Time of Day''&lt;br /&gt;
&lt;br /&gt;
Need cool cyclical graph -_/\_-\/-&lt;br /&gt;
&lt;br /&gt;
''Opening''&lt;br /&gt;
&lt;br /&gt;
Choosing Recruits&lt;br /&gt;
&lt;br /&gt;
Placement inside of Castle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Mid Game''&lt;br /&gt;
Damage them so they can't form a line.&lt;br /&gt;
''End Game''&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40183</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40183"/>
		<updated>2011-01-19T08:25:07Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''10 Principles to Playing Wesnoth Well'''&lt;br /&gt;
&lt;br /&gt;
1. Grab your towns. Get all of your towns by turn 3.&lt;br /&gt;
&lt;br /&gt;
2. Keep the guys who have xp.&lt;br /&gt;
&lt;br /&gt;
3. Move guys in back first.&lt;br /&gt;
&lt;br /&gt;
4. Make sure front line has healthy grunts.&lt;br /&gt;
&lt;br /&gt;
5. Attack at your time of day.&lt;br /&gt;
&lt;br /&gt;
6. Don't retreat unless pushed.&lt;br /&gt;
&lt;br /&gt;
7. Don't give up units.&lt;br /&gt;
&lt;br /&gt;
8. Pile on the pressure.&lt;br /&gt;
&lt;br /&gt;
9. Units that can't move die.&lt;br /&gt;
&lt;br /&gt;
10. Use your king.&lt;br /&gt;
&lt;br /&gt;
''Economy''&lt;br /&gt;
&lt;br /&gt;
Battle Lines and the ability to put pressure on the opponent.&lt;br /&gt;
&lt;br /&gt;
''Unit Composition''&lt;br /&gt;
&lt;br /&gt;
Lots of Beefy guys in front, big guns in back.&lt;br /&gt;
&lt;br /&gt;
''Structure'' - (Like Pawn Structure)&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad - Battle Formation vs Harriers&lt;br /&gt;
&lt;br /&gt;
''Opposition''&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad and Even&lt;br /&gt;
&lt;br /&gt;
''Advancing and Retreating''&lt;br /&gt;
&lt;br /&gt;
All about push and pull. In preparation of Break Through.&lt;br /&gt;
&lt;br /&gt;
''Time of Day''&lt;br /&gt;
&lt;br /&gt;
Need cool cyclical graph -_/\_-\/-&lt;br /&gt;
&lt;br /&gt;
''Opening''&lt;br /&gt;
&lt;br /&gt;
Choosing Recruits&lt;br /&gt;
&lt;br /&gt;
Placement inside of Castle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Mid Game''&lt;br /&gt;
&lt;br /&gt;
''End Game''&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40182</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40182"/>
		<updated>2011-01-19T08:18:38Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''10 Principles to Playing Wesnoth Well'''&lt;br /&gt;
&lt;br /&gt;
1. Grab your towns. Get all of your towns by turn 3.&lt;br /&gt;
&lt;br /&gt;
2. Keep the guys who have xp.&lt;br /&gt;
&lt;br /&gt;
3. Move guys in back first.&lt;br /&gt;
&lt;br /&gt;
4. Make sure front line has healthy grunts.&lt;br /&gt;
&lt;br /&gt;
5. Attack at your time of day.&lt;br /&gt;
&lt;br /&gt;
6. Don't retreat unless pushed.&lt;br /&gt;
&lt;br /&gt;
7. Don't give up units.&lt;br /&gt;
&lt;br /&gt;
8. Pile on the pressure.&lt;br /&gt;
&lt;br /&gt;
9. Units that can't move die.&lt;br /&gt;
&lt;br /&gt;
10. Use your king.&lt;br /&gt;
&lt;br /&gt;
Economy&lt;br /&gt;
&lt;br /&gt;
Battle Lines and the ability to put pressure on the opponent.&lt;br /&gt;
&lt;br /&gt;
Unit Composition&lt;br /&gt;
&lt;br /&gt;
Lots of Beefy guys in front, big guns in back.&lt;br /&gt;
&lt;br /&gt;
Structure - (Like Pawn Structure)&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad - Battle Formation vs Harriers&lt;br /&gt;
&lt;br /&gt;
Opposition&lt;br /&gt;
&lt;br /&gt;
Examples of Good and Bad and Even&lt;br /&gt;
&lt;br /&gt;
Advancing and Retreating&lt;br /&gt;
&lt;br /&gt;
All about push and pull. In preparation of Break Through.&lt;br /&gt;
&lt;br /&gt;
Time of Day&lt;br /&gt;
&lt;br /&gt;
Need cool cyclical graph -_/\_-\/-&lt;br /&gt;
&lt;br /&gt;
Opening&lt;br /&gt;
&lt;br /&gt;
Mid Game&lt;br /&gt;
&lt;br /&gt;
End Game&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40181</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=40181"/>
		<updated>2011-01-19T08:03:43Z</updated>

		<summary type="html">&lt;p&gt;Stern: Replaced content with ''''10 Principles to Playing Wesnoth Well'''

1. Grab your towns. Get all of your towns by turn 3.

2. 

Economy

Battle Lines and the ability to put pressure on the opponent.…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''10 Principles to Playing Wesnoth Well'''&lt;br /&gt;
&lt;br /&gt;
1. Grab your towns. Get all of your towns by turn 3.&lt;br /&gt;
&lt;br /&gt;
2. &lt;br /&gt;
&lt;br /&gt;
Economy&lt;br /&gt;
&lt;br /&gt;
Battle Lines and the ability to put pressure on the opponent.&lt;br /&gt;
&lt;br /&gt;
Unit Composition&lt;br /&gt;
&lt;br /&gt;
Structure - (Like Pawn Structure)&lt;br /&gt;
&lt;br /&gt;
Opposition&lt;br /&gt;
&lt;br /&gt;
Advancing and Retreating&lt;br /&gt;
&lt;br /&gt;
Time of Day&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39656</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39656"/>
		<updated>2010-12-15T03:38:08Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img88.imageshack.us/img88/4724/goblintrumpeter2.png &lt;br /&gt;
&lt;br /&gt;
To full animation: http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified the Goblin Trumpeter's base frame into distinguishable colors based on the character's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
http://img72.imageshack.us/img72/3948/animationtutorial2.png&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
===Fine Tuning===&lt;br /&gt;
&lt;br /&gt;
Its impossible to make a perfect blocking animation on the first try. Thats why it is important to continually observe the effects that your changes have upon the entire animation. To finely tune your blocking animation, it is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
Another great resource is to discuss your animation on the Wesnoth Community Art Workshop forum: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39655</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39655"/>
		<updated>2010-12-15T03:36:33Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img88.imageshack.us/img88/4724/goblintrumpeter2.png &lt;br /&gt;
&lt;br /&gt;
To full animation: http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
http://img72.imageshack.us/img72/3948/animationtutorial2.png&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
===Fine Tuning===&lt;br /&gt;
&lt;br /&gt;
Its impossible to make a perfect blocking animation on the first try. Thats why it is important to continually observe the effects that your changes have upon the entire animation. To finely tune your blocking animation, it is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
Another great resource is to discuss your animation on the Wesnoth Community Art Workshop forum: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
==Character Coloring==&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
===Applying complex textures and shading===&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39654</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39654"/>
		<updated>2010-12-15T03:33:36Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img88.imageshack.us/img88/4724/goblintrumpeter2.png &lt;br /&gt;
&lt;br /&gt;
To full animation: http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
http://img72.imageshack.us/img72/3948/animationtutorial2.png&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
===Fine Tuning===&lt;br /&gt;
&lt;br /&gt;
Its impossible to make a perfect blocking animation on the first try. Thats why it is important to continually observe the effects that your changes have upon the entire animation. To finely tune your blocking animation, it is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
Another great resource is to discuss your animation on the Wesnoth Community Art Workshop forum: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
==Character Coloring==&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
===Applying complex textures and shading===&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39653</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39653"/>
		<updated>2010-12-15T03:32:08Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:       http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
               http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
http://img72.imageshack.us/img72/3948/animationtutorial2.png&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
===Fine Tuning===&lt;br /&gt;
&lt;br /&gt;
Its impossible to make a perfect blocking animation on the first try. Thats why it is important to continually observe the effects that your changes have upon the entire animation. To finely tune your blocking animation, it is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
Another great resource is to discuss your animation on the Wesnoth Community Art Workshop forum: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
==Character Coloring==&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
===Applying complex textures and shading===&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39652</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39652"/>
		<updated>2010-12-15T02:41:14Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
http://img72.imageshack.us/img72/3948/animationtutorial2.png&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
===Fine Tuning===&lt;br /&gt;
&lt;br /&gt;
Its impossible to make a perfect blocking animation on the first try. Thats why it is important to continually observe the effects that your changes have upon the entire animation. To finely tune your blocking animation, it is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
Another great resource is to discuss your animation on the Wesnoth Community Art Workshop forum: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
==Character Coloring==&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
===Applying complex textures and shading===&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39647</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39647"/>
		<updated>2010-12-15T00:59:44Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
===Fine Tuning===&lt;br /&gt;
&lt;br /&gt;
Its impossible to make a perfect blocking animation on the first try. Thats why it is important to continually observe the effects that your changes have upon the entire animation. To finely tune your blocking animation, it is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
Another great resource is to discuss your animation on the Wesnoth Community Art Workshop forum: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
==Character Coloring==&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
===Applying complex textures and shading===&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39646</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39646"/>
		<updated>2010-12-15T00:55:22Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
===Fine Tuning===&lt;br /&gt;
&lt;br /&gt;
Its impossible to make a perfect blocking animation on the first try. Thats why it is important to continually observe the effects that your changes have upon the entire animation. To finely tune your blocking animation, it is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
Another great resource is to discuss your animation on the Wesnoth Community Art Workshop forum: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39645</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39645"/>
		<updated>2010-12-15T00:43:42Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
===Fine Tuning===&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39644</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39644"/>
		<updated>2010-12-15T00:41:37Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39643</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39643"/>
		<updated>2010-12-15T00:39:53Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39642</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39642"/>
		<updated>2010-12-15T00:38:53Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
A script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
'''Base Frame:''' Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 1:''' Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 2:''' Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 3:''' Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 4:''' Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 5:''' Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 6:''' Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
'''Frame 7:''' Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39641</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39641"/>
		<updated>2010-12-15T00:32:40Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
===Animation Script===&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. By writing a brief description of what you want the character to do in each of his frames, you create a logical series of actions for a convincing animation.&lt;br /&gt;
Another helpful tip is to draw a rough draft of the animation with stick figures to show how you want your character to move. By drawing stick figures ahead of time, you are actually &amp;quot;mapping&amp;quot; out the &amp;quot;network&amp;quot; of your character in preparation for animation. &lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39640</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39640"/>
		<updated>2010-12-15T00:21:14Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. For example, I have modified Zerovirus's base frame of the Ghast into distinguishable colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39639</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39639"/>
		<updated>2010-12-15T00:17:41Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time re-doing tiny details. &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39638</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39638"/>
		<updated>2010-12-14T23:15:54Z</updated>

		<summary type="html">&lt;p&gt;Stern: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
It is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life.&lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time on re-adjusting every little detail. &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
 I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39637</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39637"/>
		<updated>2010-12-14T22:18:59Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Therefore, it is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life. &lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''To make an animated character, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the character -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Blocking&amp;quot; is a method of pre-animation which allows you to quickly draw your character's motions with minimal rework. By dividing the character's moving parts into distinguishable colors, you can simulate and adjust the full movement of your character without spending time on re-adjusting every little detail. &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
 I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39636</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39636"/>
		<updated>2010-12-14T22:07:24Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Therefore, it is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. In conclusion, by utilizing the &amp;quot;network&amp;quot; concept we can bring our creations to life. &lt;br /&gt;
&lt;br /&gt;
==Animation Methodology==&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39635</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39635"/>
		<updated>2010-12-14T22:04:04Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
==Introduction== &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
==The Network==&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Therefore, it is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. &lt;br /&gt;
&lt;br /&gt;
All of this is great, but how do I plan my animation?&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39634</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39634"/>
		<updated>2010-12-14T21:56:35Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
'''Summary'''&lt;br /&gt;
&lt;br /&gt;
Therefore, it is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. &lt;br /&gt;
&lt;br /&gt;
All of this is great, but how do I plan my animation?&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39633</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39633"/>
		<updated>2010-12-14T21:55:54Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts throughout as series of frames. To animate well, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
'''Summary'''&lt;br /&gt;
&lt;br /&gt;
 Therefore, it is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. &lt;br /&gt;
&lt;br /&gt;
All of this is great, but how do I plan my animation?&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39632</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39632"/>
		<updated>2010-12-14T19:16:13Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before we get started, we must learn about a concept called...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
'''Summary'''&lt;br /&gt;
&lt;br /&gt;
Overall, I find that the magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts throughout your frames. Therefore, it is valuable to understand the linkages within the anatomy of your character. The position of each of the Goblin Trumpeter's joints are dependent upon the character's core. By animating the core and head of the Goblin Trumpeter first, it was simple to imagine where the feet and knee joints would be placed to support him throughout his attack. Also, determining the swing of the Goblin Trumpeter's spear early on simplified the placing of his elbows and hands. &lt;br /&gt;
&lt;br /&gt;
All of this is great, but how do I plan my animation?&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39631</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39631"/>
		<updated>2010-12-14T18:50:31Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core * Red: Joints * Bones: Blue&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to begin animating without a good starting point. Therefore it is valuable to understand the linkages throughout the anatomy of your character.The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39630</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39630"/>
		<updated>2010-12-14T18:47:45Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
'''Example'''&lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version where:  &lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to begin animating without a good starting point. Therefore it is valuable to understand the linkages throughout the anatomy of your character.The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39629</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39629"/>
		<updated>2010-12-14T18:44:39Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
One of the most important concepts of animation is that of the &amp;quot;network.&amp;quot; Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. In theory, when your character swings a sword, the entire rest of the character must move in response. (For more information upon the &amp;quot;network&amp;quot; idea and other powerful concepts, check out Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial). &lt;br /&gt;
&lt;br /&gt;
To illustrate a &amp;quot;network&amp;quot; in a character, below is a base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to begin animating without a good starting point. Therefore it is valuable to understand the linkages throughout the anatomy of your character.The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39628</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39628"/>
		<updated>2010-12-14T17:44:05Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving base frames forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together as described in Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial. Therefore, When your character swings a sword, the entire rest of the character must move in response. &lt;br /&gt;
Below is the base frame of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
* Green: Core&lt;br /&gt;
* Red: Joints&lt;br /&gt;
* Bones: Blue&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to begin animating without a good starting point. Therefore it is valuable to understand the linkages throughout the anatomy of your character.The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39627</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39627"/>
		<updated>2010-12-14T17:36:43Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving baseframes forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together as is described in Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial. Therefore, When your character swings a sword, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39626</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39626"/>
		<updated>2010-12-14T17:33:43Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving baseframes forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetrel's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39608</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39608"/>
		<updated>2010-12-13T01:35:19Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A solid method of moving baseframes forward towards full animation and a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create_Art&amp;diff=39607</id>
		<title>Create Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create_Art&amp;diff=39607"/>
		<updated>2010-12-13T01:34:34Z</updated>

		<summary type="html">&lt;p&gt;Stern: /* Sprite Art */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; margin-left:1em;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
&lt;br /&gt;
Graphic artists usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 artwork development forum] or on the [http://www.wesnoth.org/forum/viewforum.php?f=18 restricted art development forum]. The former is a great place to post and discuss new and current Wesnoth art and graphics, and the latter to see what the art development team is working on.&lt;br /&gt;
&lt;br /&gt;
Unit and terrain art is stored in the portable network graphics (PNG) format.  Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the &amp;quot;images&amp;quot; subdirectory of wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is).  When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure).  The game also supports JPEG images, though these are better suited for story art.&lt;br /&gt;
&lt;br /&gt;
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]&lt;br /&gt;
&lt;br /&gt;
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]).&lt;br /&gt;
&lt;br /&gt;
=== Roadmap ===&lt;br /&gt;
A list of what's being done and what needs doing:&lt;br /&gt;
* '''[[Tiles Status]]''' - a roadmap/plan of sorts for future work on terrain tiles&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=2014 A list] of current work that needs to be done with sprites.&lt;br /&gt;
&lt;br /&gt;
== Art Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These are a work-in-progress, and describe both how to make art fit into wesnoth's style, as well as giving some considerable tips on drawing in general.  Especially useful is the [[External Tutorials]] page which lists a large number of art tutorials available on the web.&lt;br /&gt;
&lt;br /&gt;
=== General Art and Computer Graphics ===&lt;br /&gt;
* [[Using the Levels Adjustment]] - making scanned pencil drawings ''not'' look washed out.&lt;br /&gt;
* [[Extending dynamic range]] - The Grooviest (so far) tutorial about extending the dynamic range of images and how this technique can be used to make better scans of pencil drawings.&lt;br /&gt;
* [[Scanning with camera]] - How to transfer real-life art to computer using a digital camera instead of a scanner.&lt;br /&gt;
* [[How to Anti-Alias Sprite Art]] - A means of removing the jagged edges on pixel lines&lt;br /&gt;
* [[Art Supplies]] - What physical items you need to do larger cell-shaded art like that of Jetryl/Jormungadr/et al&lt;br /&gt;
* [[Inking With Pencils|Computer Inking a Sketch]] - Info from Jason Lutes on his portrait workflow&lt;br /&gt;
* [[Scaling Digital Images]] - how to properly resize an image on a computer&lt;br /&gt;
* [[How to Shade]] - at attempt at tackling a very complicated topic&lt;br /&gt;
* [[Cartography for Wesnoth|How to make Wesnoth-style Maps ]] - Kestenvarn's tricks of the trade&lt;br /&gt;
* [[Designing weapons and armour]] - Advice from zookeeper on designing realistic weapons for your characters&lt;br /&gt;
* [[Portrait Tutorial]] - a guide on how to draw unit/character portraits by Kitty.&lt;br /&gt;
* Sgt. Groovy's vector workshop - tips and tricks for drawing with Inkscape&lt;br /&gt;
** [[Z-order tricks]] - few methods for faking overlapping shapes&lt;br /&gt;
** [[Variable-width strokes]] - how to make the strokes vary in width, like being drawn with a flat-tipped pen &amp;amp;mdash; no tablet needed!&lt;br /&gt;
** [[Shaped gradients with Gaussian blur]] - how to make gradients in other shapes than linear or radial&lt;br /&gt;
** [[Smooth shading in vector]] - the basic vector techniques for smooth shading, employing Gaussian blur and clipping/masking&lt;br /&gt;
** [[Vector Inking]] - vector techniques, including mouse-only, for inking your sketches&lt;br /&gt;
** [[Making portrait art in vector]] - a complete tutorial for making Wesnoth unit portraits in vector graphics.&lt;br /&gt;
&lt;br /&gt;
=== [[Terrain|Terrain Graphics]] ===&lt;br /&gt;
&lt;br /&gt;
The following is information specific to drawing terrain for Wesnoth.  Read Frame's &amp;quot;Tiles Tutorial&amp;quot; for a good overview of how terrain graphics work.&lt;br /&gt;
&lt;br /&gt;
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in wesnoth, and how they interact with adjacent tiles.&lt;br /&gt;
* [[How To Make Seamless Tiles]] - The tutorial is aimed at Photoshop users, but the technique is similar with The GIMP.&lt;br /&gt;
* [[Seamless Tiles Using Inkscape]] - This tutorial teaches a method for making seamless hex tiles in vector craphics (to be rendered in raster).&lt;br /&gt;
* [[Turning Square Tiles into Hex]] - Nifty tricks for transforming square (or any rectangle) shaped seamless tiles into hexagon seamless tiles.&lt;br /&gt;
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless)&lt;br /&gt;
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.&lt;br /&gt;
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.&lt;br /&gt;
&lt;br /&gt;
These describe the system used to specify how terrains behave in game:&lt;br /&gt;
* [[TerrainCodesWML]] - A list of the letters used to represent terrain types.&lt;br /&gt;
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.&lt;br /&gt;
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.&lt;br /&gt;
&lt;br /&gt;
=== Sprite Art ===&lt;br /&gt;
The following are different tutorials about sprite work compiled by various wesnoth sprite artists.  These will give you the most specific-to-wesnoth information about making sprites, and are well worth a read.&lt;br /&gt;
 &lt;br /&gt;
* [[Creating Unit Art]] - a list of specifications you will need to match.&lt;br /&gt;
* [[Give Your Hero A Personality]] - tricks for editing existing images, including some clip art.&lt;br /&gt;
* [[Basic Animation Tutorial]] - or &amp;quot;How to Animate Sprites for Dummies,&amp;quot; covering the basic theory, and all of the mistakes to avoid.&lt;br /&gt;
* [[From Base Frame To Full Animation]] - A solid method of moving baseframes forward towards full animation.&lt;br /&gt;
* [[Team Color Shifting]] - how to create art that uses our new team color system.&lt;br /&gt;
* [[TeamColoring]] - how to automatically team-color sprites to see what they look like in various colors.&lt;br /&gt;
* [[Creating Shadows Under Units]] - how we create the shadows for the units in-game&lt;br /&gt;
* [[Making Bow Animations]] - the current standard for how we want bow animations to work&lt;br /&gt;
* [[Rotate Pixel Art Without Blurring]]&lt;br /&gt;
* [[Creating a scratch built sprite]] - an attempt to show some ways creating a sprite from scratch&lt;br /&gt;
* [[How to create motion blurs]] - a simple explanation on how to create attack animation weapon blurs&lt;br /&gt;
* [[FrankenPacks]] - a quick and dirty way to create sprites for [[WesnothAcronyms|UMC]]&lt;br /&gt;
* [[Fire Animation]] - a great guide to creating fire FX by rhyging5&lt;br /&gt;
&lt;br /&gt;
=== External Tutorials ===&lt;br /&gt;
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art.  These were not made by wesnoth artists, but should prove very useful for general instruction.&lt;br /&gt;
&lt;br /&gt;
* [[External Tutorials]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
* [[GraphicLibrary]] - Lots of usercontributed graphics (most should be GPL'ed)&lt;br /&gt;
* [[Project]]&lt;br /&gt;
* [http://wesnoth.dbzer0.com/blog/wpg2 External Graphic Library] - A project to better organize the art of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create_Art&amp;diff=39604</id>
		<title>Create Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create_Art&amp;diff=39604"/>
		<updated>2010-12-13T01:08:31Z</updated>

		<summary type="html">&lt;p&gt;Stern: /* Sprite Art */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; margin-left:1em;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
&lt;br /&gt;
Graphic artists usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 artwork development forum] or on the [http://www.wesnoth.org/forum/viewforum.php?f=18 restricted art development forum]. The former is a great place to post and discuss new and current Wesnoth art and graphics, and the latter to see what the art development team is working on.&lt;br /&gt;
&lt;br /&gt;
Unit and terrain art is stored in the portable network graphics (PNG) format.  Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the &amp;quot;images&amp;quot; subdirectory of wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is).  When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure).  The game also supports JPEG images, though these are better suited for story art.&lt;br /&gt;
&lt;br /&gt;
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]&lt;br /&gt;
&lt;br /&gt;
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]).&lt;br /&gt;
&lt;br /&gt;
=== Roadmap ===&lt;br /&gt;
A list of what's being done and what needs doing:&lt;br /&gt;
* '''[[Tiles Status]]''' - a roadmap/plan of sorts for future work on terrain tiles&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=2014 A list] of current work that needs to be done with sprites.&lt;br /&gt;
&lt;br /&gt;
== Art Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These are a work-in-progress, and describe both how to make art fit into wesnoth's style, as well as giving some considerable tips on drawing in general.  Especially useful is the [[External Tutorials]] page which lists a large number of art tutorials available on the web.&lt;br /&gt;
&lt;br /&gt;
=== General Art and Computer Graphics ===&lt;br /&gt;
* [[Using the Levels Adjustment]] - making scanned pencil drawings ''not'' look washed out.&lt;br /&gt;
* [[Extending dynamic range]] - The Grooviest (so far) tutorial about extending the dynamic range of images and how this technique can be used to make better scans of pencil drawings.&lt;br /&gt;
* [[Scanning with camera]] - How to transfer real-life art to computer using a digital camera instead of a scanner.&lt;br /&gt;
* [[How to Anti-Alias Sprite Art]] - A means of removing the jagged edges on pixel lines&lt;br /&gt;
* [[Art Supplies]] - What physical items you need to do larger cell-shaded art like that of Jetryl/Jormungadr/et al&lt;br /&gt;
* [[Inking With Pencils|Computer Inking a Sketch]] - Info from Jason Lutes on his portrait workflow&lt;br /&gt;
* [[Scaling Digital Images]] - how to properly resize an image on a computer&lt;br /&gt;
* [[How to Shade]] - at attempt at tackling a very complicated topic&lt;br /&gt;
* [[Cartography for Wesnoth|How to make Wesnoth-style Maps ]] - Kestenvarn's tricks of the trade&lt;br /&gt;
* [[Designing weapons and armour]] - Advice from zookeeper on designing realistic weapons for your characters&lt;br /&gt;
* [[Portrait Tutorial]] - a guide on how to draw unit/character portraits by Kitty.&lt;br /&gt;
* Sgt. Groovy's vector workshop - tips and tricks for drawing with Inkscape&lt;br /&gt;
** [[Z-order tricks]] - few methods for faking overlapping shapes&lt;br /&gt;
** [[Variable-width strokes]] - how to make the strokes vary in width, like being drawn with a flat-tipped pen &amp;amp;mdash; no tablet needed!&lt;br /&gt;
** [[Shaped gradients with Gaussian blur]] - how to make gradients in other shapes than linear or radial&lt;br /&gt;
** [[Smooth shading in vector]] - the basic vector techniques for smooth shading, employing Gaussian blur and clipping/masking&lt;br /&gt;
** [[Vector Inking]] - vector techniques, including mouse-only, for inking your sketches&lt;br /&gt;
** [[Making portrait art in vector]] - a complete tutorial for making Wesnoth unit portraits in vector graphics.&lt;br /&gt;
&lt;br /&gt;
=== [[Terrain|Terrain Graphics]] ===&lt;br /&gt;
&lt;br /&gt;
The following is information specific to drawing terrain for Wesnoth.  Read Frame's &amp;quot;Tiles Tutorial&amp;quot; for a good overview of how terrain graphics work.&lt;br /&gt;
&lt;br /&gt;
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in wesnoth, and how they interact with adjacent tiles.&lt;br /&gt;
* [[How To Make Seamless Tiles]] - The tutorial is aimed at Photoshop users, but the technique is similar with The GIMP.&lt;br /&gt;
* [[Seamless Tiles Using Inkscape]] - This tutorial teaches a method for making seamless hex tiles in vector craphics (to be rendered in raster).&lt;br /&gt;
* [[Turning Square Tiles into Hex]] - Nifty tricks for transforming square (or any rectangle) shaped seamless tiles into hexagon seamless tiles.&lt;br /&gt;
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless)&lt;br /&gt;
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.&lt;br /&gt;
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.&lt;br /&gt;
&lt;br /&gt;
These describe the system used to specify how terrains behave in game:&lt;br /&gt;
* [[TerrainCodesWML]] - A list of the letters used to represent terrain types.&lt;br /&gt;
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.&lt;br /&gt;
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.&lt;br /&gt;
&lt;br /&gt;
=== Sprite Art ===&lt;br /&gt;
The following are different tutorials about sprite work compiled by various wesnoth sprite artists.  These will give you the most specific-to-wesnoth information about making sprites, and are well worth a read.&lt;br /&gt;
 &lt;br /&gt;
* [[Creating Unit Art]] - a list of specifications you will need to match.&lt;br /&gt;
* [[Give Your Hero A Personality]] - tricks for editing existing images, including some clip art.&lt;br /&gt;
* [[Basic Animation Tutorial]] - or &amp;quot;How to Animate Sprites for Dummies,&amp;quot; covering the basic theory, and all of the mistakes to avoid.&lt;br /&gt;
* [[From Base Frame To Full Animation]] - A compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
* [[Team Color Shifting]] - how to create art that uses our new team color system.&lt;br /&gt;
* [[TeamColoring]] - how to automatically team-color sprites to see what they look like in various colors.&lt;br /&gt;
* [[Creating Shadows Under Units]] - how we create the shadows for the units in-game&lt;br /&gt;
* [[Making Bow Animations]] - the current standard for how we want bow animations to work&lt;br /&gt;
* [[Rotate Pixel Art Without Blurring]]&lt;br /&gt;
* [[Creating a scratch built sprite]] - an attempt to show some ways creating a sprite from scratch&lt;br /&gt;
* [[How to create motion blurs]] - a simple explanation on how to create attack animation weapon blurs&lt;br /&gt;
* [[FrankenPacks]] - a quick and dirty way to create sprites for [[WesnothAcronyms|UMC]]&lt;br /&gt;
* [[Fire Animation]] - a great guide to creating fire FX by rhyging5&lt;br /&gt;
&lt;br /&gt;
=== External Tutorials ===&lt;br /&gt;
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art.  These were not made by wesnoth artists, but should prove very useful for general instruction.&lt;br /&gt;
&lt;br /&gt;
* [[External Tutorials]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
* [[GraphicLibrary]] - Lots of usercontributed graphics (most should be GPL'ed)&lt;br /&gt;
* [[Project]]&lt;br /&gt;
* [http://wesnoth.dbzer0.com/blog/wpg2 External Graphic Library] - A project to better organize the art of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39603</id>
		<title>From Base Frame To Full Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=From_Base_Frame_To_Full_Animation&amp;diff=39603"/>
		<updated>2010-12-13T01:05:18Z</updated>

		<summary type="html">&lt;p&gt;Stern: Created page with 'by Stern  '''Introduction'''   A compilation of quick and easy tricks to help bring the animator's creations to life.  Learn how to take a standing base frame: http://img15.image…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Stern&lt;br /&gt;
&lt;br /&gt;
'''Introduction''' &lt;br /&gt;
&lt;br /&gt;
A compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39602</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39602"/>
		<updated>2010-12-13T00:59:50Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Advanced Animation Tutorial''' &lt;br /&gt;
&lt;br /&gt;
A compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion. As the Goblin Trumpeter's core moves, each of his arms and legs have to move with it because they are all attached at the joints. &lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39601</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39601"/>
		<updated>2010-12-13T00:56:53Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Advanced Animation Tutorial''' &lt;br /&gt;
&lt;br /&gt;
A compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39600</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39600"/>
		<updated>2010-12-13T00:56:00Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Advanced Animation Tutorial''' A compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39599</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39599"/>
		<updated>2010-12-13T00:53:24Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39598</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39598"/>
		<updated>2010-12-13T00:52:02Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe: http://img15.imageshack.us/img15/1500/ghast.png&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39597</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39597"/>
		<updated>2010-12-13T00:51:11Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
'''Applying complex textures and shading '''&lt;br /&gt;
&lt;br /&gt;
This section is still in development.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39596</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39596"/>
		<updated>2010-12-13T00:47:04Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
Once this process has been completed for all of your blocking frames, your character will start coming to life.&lt;br /&gt;
&lt;br /&gt;
http://img220.imageshack.us/img220/606/ghastanim27.gif http://img225.imageshack.us/img225/415/ghastanim28.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39595</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39595"/>
		<updated>2010-12-13T00:42:00Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is to trace an outline around each of the character's moving parts frame by frame while applying an appropiate base color. Here is an example with a blocking frame from the Ghast's walking animation.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39594</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39594"/>
		<updated>2010-12-13T00:40:28Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is frame by frame and trace an outline around each of the character's moving parts while applying an appropiate base color. Here is an example as shown with a blocking frame of the Ghast's walking animation. &lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39593</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39593"/>
		<updated>2010-12-13T00:33:08Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character.&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
&lt;br /&gt;
My preferred method of coloring a character is go frame by frame and trace an outline around each of the character's moving parts while applying an appropiate base color. &lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png&lt;br /&gt;
&lt;br /&gt;
http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zerovirus for Ghast baseframe.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39592</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39592"/>
		<updated>2010-12-13T00:30:47Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish by coloring your character. My preferred method is to trace an outline around each of the character's moving parts and apply an appropiate base color. &lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/5412/ghastwalk11blocking.png&lt;br /&gt;
&lt;br /&gt;
http://img46.imageshack.us/img46/5516/ghastse11.png&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
Zerovirus for Ghast baseframe.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39591</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39591"/>
		<updated>2010-12-13T00:21:13Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Character Coloring'''&lt;br /&gt;
&lt;br /&gt;
If you are happy with how the movement of your character is throughout your &amp;quot;blocking&amp;quot; animation, it is time to finish coloring your character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
Zerovirus for Ghast baseframe.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39590</id>
		<title>User:Stern</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Stern&amp;diff=39590"/>
		<updated>2010-12-13T00:17:40Z</updated>

		<summary type="html">&lt;p&gt;Stern: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animation Tutorial'''&lt;br /&gt;
&lt;br /&gt;
It can take a lot of time to move a character idea from base frame to full animation. This rough guide is a compilation of quick and easy tricks to help bring the animator's creations to life.&lt;br /&gt;
&lt;br /&gt;
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png&lt;br /&gt;
&lt;br /&gt;
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif&lt;br /&gt;
&lt;br /&gt;
'''For this tutorial, you will need:'''&lt;br /&gt;
&lt;br /&gt;
A base frame of the unit -&amp;gt; (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)&lt;br /&gt;
&lt;br /&gt;
A graphics editing program -&amp;gt; http://www.gimp.org/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lets get started'''&lt;br /&gt;
&lt;br /&gt;
When I begin to animate a character, I first divide the subject's moving parts into easy to distinguish colors. Here, I have modified Zerovirus's base frame of the Ghast into a mess of colors based on the monster's different limbs.&lt;br /&gt;
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/ghast1.png&lt;br /&gt;
&lt;br /&gt;
This part of the animation is called &amp;quot;Blocking.&amp;quot; It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kinematics'''&lt;br /&gt;
&lt;br /&gt;
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a &amp;quot;network&amp;quot; of many parts which are all hooked together. So when one of part of your character moves, the entire rest of the character must move in response. The magic of animation is &amp;quot;capturing&amp;quot; how your character moves and reacts through a series of frames.&lt;br /&gt;
&lt;br /&gt;
'''The Network'''&lt;br /&gt;
&lt;br /&gt;
It can be quite daunting to figure out where to start animating if the position of any one part of the character is dependent with respect to all of the others parts. Therefore it is valuable to understand the linkages throughout the anatomy of your character. For example, here is the baseframe of my Goblin Trumpeter and an edited version.  &lt;br /&gt;
&lt;br /&gt;
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png&lt;br /&gt;
&lt;br /&gt;
The character's core is colored green, the joints are outlined in red, and the &amp;quot;bones&amp;quot; are highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
The position of each of the Goblin Trumpeter's joints is dependent upon the core of the character. By animating the core and head of the character first in your frames, it is easy to imagine where the feet and knee joints would have to be in order to support the character throughout its motion.&lt;br /&gt;
&lt;br /&gt;
'''Animation Script'''&lt;br /&gt;
&lt;br /&gt;
Just like any good blockbuster movie, your character should have a written script or description of what it will be doing throughout its frames. I usually write a brief description of what I want to portray throughout a character's 6-7 frame attack animation. In addition, I also doodle stick figures on scratch paper to illustrate what I want my character to portray throughout the animation.&lt;br /&gt;
&lt;br /&gt;
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.&lt;br /&gt;
&lt;br /&gt;
http://img716.imageshack.us/img716/8687/goblintrumpeter.png&lt;br /&gt;
&lt;br /&gt;
Base Frame: Character is at rest.&lt;br /&gt;
&lt;br /&gt;
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png&lt;br /&gt;
&lt;br /&gt;
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.&lt;br /&gt;
&lt;br /&gt;
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png&lt;br /&gt;
&lt;br /&gt;
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.&lt;br /&gt;
&lt;br /&gt;
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png&lt;br /&gt;
&lt;br /&gt;
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.&lt;br /&gt;
&lt;br /&gt;
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png&lt;br /&gt;
&lt;br /&gt;
Frame 4: Character is in full swing. Spear impacts target.&lt;br /&gt;
&lt;br /&gt;
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png&lt;br /&gt;
&lt;br /&gt;
Frame 5: Character follows through, Weapon reaches full extention. Ends in a &amp;quot;lunge&amp;quot; stance.&lt;br /&gt;
&lt;br /&gt;
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png&lt;br /&gt;
&lt;br /&gt;
Frame 6: Character pauses to regain balance. Withdraws spear.&lt;br /&gt;
&lt;br /&gt;
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png&lt;br /&gt;
&lt;br /&gt;
Frame 7: Character regains balance and steps back to rest position.&lt;br /&gt;
&lt;br /&gt;
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif&lt;br /&gt;
&lt;br /&gt;
By using the stick figure drawings and following the written script, I created the finished blocking animation of the Goblin Trumpeter. Through the iterative process of moving the character's core and all of the corresponding joints frame by frame, little by little, you will soon have the blocking for a full animation. &lt;br /&gt;
&lt;br /&gt;
'''Fine Tuning'''&lt;br /&gt;
&lt;br /&gt;
To finely tune the blocking animation, continually observe the effects that your changes have upon the entire blocking animation. It is a good idea to be on the look out for the animation issues discussed in Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial.&lt;br /&gt;
&lt;br /&gt;
* Moving only the active element&lt;br /&gt;
* Misaligned frames&lt;br /&gt;
* Hidden and turned surfaces not redrawn&lt;br /&gt;
&lt;br /&gt;
For feedback from the Wesnoth Community it is valuable to discuss the development of your animation via the Wesnoth Art Workshop: http://forums.wesnoth.org/viewforum.php?f=23&amp;amp;sid=a976661f1c0a02092e50c643980d7eb0.&lt;br /&gt;
&lt;br /&gt;
'''Credits'''&lt;br /&gt;
&lt;br /&gt;
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif&lt;br /&gt;
Zerovirus for Ghast baseframe.&lt;/div&gt;</summary>
		<author><name>Stern</name></author>
		
	</entry>
</feed>