Difference between revisions of "User:Stern"

From The Battle for Wesnoth Wiki
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For example, heres a script for my Goblin Trumpeter's attack animation.
 
For example, heres a script for my Goblin Trumpeter's attack animation.
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http://img716.imageshack.us/img716/8687/goblintrumpeter.png
  
 
Base Frame: Character is at rest.
 
Base Frame: Character is at rest.
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http://img51.imageshack.us/img51/4969/goblintrumpeter1.png
  
 
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.
 
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.
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http://img526.imageshack.us/img526/4724/goblintrumpeter2.png
  
 
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.
 
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.
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http://img573.imageshack.us/img573/3017/goblintrumpeter3.png
  
 
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.
 
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.
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http://img585.imageshack.us/img585/6604/goblintrumpeter4.png
  
 
Frame 4: Character is in full swing. Spear impacts target.
 
Frame 4: Character is in full swing. Spear impacts target.
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http://img824.imageshack.us/img824/5089/goblintrumpeter5.png
  
 
Frame 5: Character follows through, Weapon reaches full extention. Ends in a "lunge" stance.
 
Frame 5: Character follows through, Weapon reaches full extention. Ends in a "lunge" stance.
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http://img24.imageshack.us/img24/5775/goblintrumpeter6.png
  
 
Frame 6: Character pauses to regain balance. Withdraws spear.
 
Frame 6: Character pauses to regain balance. Withdraws spear.
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http://img823.imageshack.us/img823/3536/goblintrumpeter7.png
  
 
Frame 7: Character regains balance and steps back to rest position.
 
Frame 7: Character regains balance and steps back to rest position.

Revision as of 23:57, 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: ghast.png

To full animation: ghastattack7.gif

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.

ghast.png ghast1.png

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.

goblintrumpeter2.png

goblintrumpeterjoints.png

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.

goblintrumpeter.png

Base Frame: Character is at rest.

goblintrumpeter1.png

Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.

goblintrumpeter2.png

Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.

goblintrumpeter3.png

Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.

goblintrumpeter4.png

Frame 4: Character is in full swing. Spear impacts target.

goblintrumpeter5.png

Frame 5: Character follows through, Weapon reaches full extention. Ends in a "lunge" stance.

goblintrumpeter6.png

Frame 6: Character pauses to regain balance. Withdraws spear.

goblintrumpeter7.png

Frame 7: Character regains balance and steps back to rest position.

goblintrumpeter11.gif

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

goblintrumpeter24.gif Zerovirus for Ghast baseframe.