Difference between revisions of "User:Stern"
Line 40: | Line 40: | ||
'''Animation Script''' | '''Animation Script''' | ||
− | Just like a good blockbuster movie, your character must have a script or description of what it will be doing throughout its frames. My attack animations tend to have about 6-7 frames in addition to the baseframe. | + | Just like a good blockbuster movie, your character must have a written script or description of what it will be doing throughout its frames. My attack animations tend to have about 6-7 frames in addition to the baseframe. |
+ | For example, heres a script for my Goblin Trumpeter's attack animation. | ||
+ | Base Frame: Character is at rest. | ||
+ | |||
+ | Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards. | ||
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif | http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif |
Revision as of 23:32, 12 December 2010
Animation Tutorial
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.
Learn how to take a standing base frame:
To full animation:
For this tutorial, you will need:
A base frame of the unit -> (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)
A graphics editing program -> http://www.gimp.org/
Lets get started
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.
This part of the animation is called "Blocking." It allows you to quickly animate and perfect the full movement of your character without having to constantly re-adjust every little detail.
Kinematics
Building on concepts from Jetryl's Basic Animation Tutorial: http://wiki.wesnoth.org/Basic_Animation_Tutorial, your character is comprised of a "network" 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 "capturing" how your character moves and reacts through a series of frames.
The Network
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.
The character's core is colored green, the joints are outlined in red, and the "bones" are highlighted in blue.
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.
Animation Script
Just like a good blockbuster movie, your character must have a written script or description of what it will be doing throughout its frames. My attack animations tend to have about 6-7 frames in addition to the baseframe.
For example, heres a script for my Goblin Trumpeter's attack animation.
Base Frame: Character is at rest.
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.
Through the iterative process of moving the character's core and all of the corresponding joints frame by frame little by little throughout the animation, you will soon have the blocking for a full animation.
Credits
Zerovirus for Ghast baseframe.