Difference between revisions of "User:Artisticdude"

From The Battle for Wesnoth Wiki
(Blanked the page)
Line 1: Line 1:
 +
Template for future "Animating Running Cycles" tutorial
  
 +
--------------------
 +
 +
=Animating Running Cycles=
 +
by [http://forums.wesnoth.org/memberlist.php?mode=viewprofile&u=119614 artisticdude]
 +
 +
 +
'''Note: This is a work in progress.'''
 +
 +
 +
==Introduction==
 +
 +
I've heard some people say that running cycles are the hardest animation to make. Personally, I disagree with this notion. Running animations involve a lot of work, more so than most other animations (attack, death, defense, etc.), but generally running animations follow a very strict set of rules. Once you fully understand these rules, creating running animations should be little more than investing enough time to see it through.
 +
 +
Note that I assume at least some level of competence in pixel art and animating throughout this tutorial. I also assume that the graphics program you are using supports layers and transparency, although those features are not strictly necessary in order to create a running animation. If you haven't already, I suggest reading the [[Basic Animation Tutorial]] and [[From Base Frame To Full Animation]] before reading this page further.
 +
 +
In this tutorial, I will demonstrate how to create a standard south-east/south-west facing run cycle by using the Goblin Impaler unit from mainline. Running cycles for different directions (north-east/north-west, south, & north) are drawn at different angles, but the concepts and theories discussed here apply to running cycles in all directions.
 +
 +
==Chapter 1: The Theory Behind Running Cycles==
 +
 +
==Chapter 2: Understanding Your Subject==
 +
 +
===Anatomy===
 +
 +
===Equipment===
 +
 +
===Weight===
 +
 +
==Chapter 3: Perspective==
 +
 +
==Chapter 4: Planning Your Animation==
 +
 +
==Chapter 5: Blocking Your Animation==
 +
 +
==Chapter 6: Shading Your Animation==
 +
 +
==Chapter 7: Details, Details, Details==
 +
 +
==Chapter 8: Testing Your Animation==

Revision as of 15:48, 31 January 2012

Template for future "Animating Running Cycles" tutorial


Animating Running Cycles

by artisticdude


Note: This is a work in progress.


Introduction

I've heard some people say that running cycles are the hardest animation to make. Personally, I disagree with this notion. Running animations involve a lot of work, more so than most other animations (attack, death, defense, etc.), but generally running animations follow a very strict set of rules. Once you fully understand these rules, creating running animations should be little more than investing enough time to see it through.

Note that I assume at least some level of competence in pixel art and animating throughout this tutorial. I also assume that the graphics program you are using supports layers and transparency, although those features are not strictly necessary in order to create a running animation. If you haven't already, I suggest reading the Basic Animation Tutorial and From Base Frame To Full Animation before reading this page further.

In this tutorial, I will demonstrate how to create a standard south-east/south-west facing run cycle by using the Goblin Impaler unit from mainline. Running cycles for different directions (north-east/north-west, south, & north) are drawn at different angles, but the concepts and theories discussed here apply to running cycles in all directions.

Chapter 1: The Theory Behind Running Cycles

Chapter 2: Understanding Your Subject

Anatomy

Equipment

Weight

Chapter 3: Perspective

Chapter 4: Planning Your Animation

Chapter 5: Blocking Your Animation

Chapter 6: Shading Your Animation

Chapter 7: Details, Details, Details

Chapter 8: Testing Your Animation