Difference between revisions of "User:Stern"

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'''Animation Tutorial'''
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==10 Principles to Playing Wesnoth Well==
  
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.
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1. Grab your towns. Get all of your towns by turn 3.
  
Learn how to take a standing base frame: http://img15.imageshack.us/img15/1500/ghast.png
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2. Keep the guys who have xp.
  
To full animation:                      http://img808.imageshack.us/img808/2486/ghastattack7.gif
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3. Move guys in back first.
  
'''For this tutorial, you will need:'''
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4. Make sure front line has healthy grunts.
  
A base frame of the unit -> (http://wiki.wesnoth.org/Creating_a_scratch_built_sprite)
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5. Attack at your time of day.
  
A graphics editing program -> http://www.gimp.org/
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6. Don't retreat unless pushed.
  
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7. Don't give up units.
  
'''Lets get started'''
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8. Pile on the pressure.
  
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.
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9. Units that can't move die.
http://img15.imageshack.us/img15/1500/ghast.png http://img440.imageshack.us/img440/4742/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.  
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10. Use your king.
  
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==Economy==
  
'''Kinematics'''
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Battle Lines and the ability to put pressure on the opponent.
  
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.
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==Unit Composition==
  
'''The Network'''
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Lots of Beefy guys in front, big guns in back.
  
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. 
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==Structure== - (Like Pawn Structure)
  
http://img88.imageshack.us/img88/4724/goblintrumpeter2.png
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Examples of Good and Bad - Battle Formation vs Harriers
  
http://img23.imageshack.us/img23/3458/goblintrumpeterjoints.png
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==Opposition==
  
The character's core is colored green, the joints are outlined in red, and the "bones" are highlighted in blue.
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Examples of Good and Bad and Even
  
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.
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==Advancing and Retreating==
  
'''Animation Script'''
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All about push and pull. In preparation of Break Through.
  
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.
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==Time of Day==
  
For example, heres a script for my Goblin Trumpeter's attack animation and corresponding blocking frames.
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Need cool cyclical graph -_/\_-\/-
  
http://img716.imageshack.us/img716/8687/goblintrumpeter.png
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==Opening==
  
Base Frame: Character is at rest.
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Choosing Recruits
  
http://img51.imageshack.us/img51/4969/goblintrumpeter1.png
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Placement inside of Castle
  
Frame 1: Character is charging up for the attack, Begins to raise spear and begins shifting bodyweight backwards.
 
  
http://img526.imageshack.us/img526/4724/goblintrumpeter2.png
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==Mid Game==
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Damage them so they can't form a line.
  
Frame 2: Character is fully charged up for the attack. Bodyweight is fully shifted back and spear is fully raised.
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==End Game==
 
 
http://img573.imageshack.us/img573/3017/goblintrumpeter3.png
 
 
 
Frame 3: Character initiates attack. Lowers spear while bringing body weight forward.
 
 
 
http://img585.imageshack.us/img585/6604/goblintrumpeter4.png
 
 
 
Frame 4: Character is in full swing. Spear impacts target.
 
 
 
http://img824.imageshack.us/img824/5089/goblintrumpeter5.png
 
 
 
Frame 5: Character follows through, Weapon reaches full extention. Ends in a "lunge" stance.
 
 
 
http://img24.imageshack.us/img24/5775/goblintrumpeter6.png
 
 
 
Frame 6: Character pauses to regain balance. Withdraws spear.
 
 
 
http://img823.imageshack.us/img823/3536/goblintrumpeter7.png
 
 
 
Frame 7: Character regains balance and steps back to rest position.
 
 
 
http://img696.imageshack.us/img696/3996/goblintrumpeter11.gif
 
 
 
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.
 
 
 
'''Fine Tuning'''
 
 
 
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.
 
 
 
* Moving only the active element
 
* Misaligned frames
 
* Hidden and turned surfaces not redrawn
 
 
 
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&sid=a976661f1c0a02092e50c643980d7eb0.
 
 
 
'''Credits'''
 
 
 
http://img510.imageshack.us/img510/3489/goblintrumpeter24.gif
 
Zerovirus for Ghast baseframe.
 

Latest revision as of 18:32, 20 January 2011

10 Principles to Playing Wesnoth Well

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

2. Keep the guys who have xp.

3. Move guys in back first.

4. Make sure front line has healthy grunts.

5. Attack at your time of day.

6. Don't retreat unless pushed.

7. Don't give up units.

8. Pile on the pressure.

9. Units that can't move die.

10. Use your king.

Economy

Battle Lines and the ability to put pressure on the opponent.

Unit Composition

Lots of Beefy guys in front, big guns in back.

==Structure== - (Like Pawn Structure)

Examples of Good and Bad - Battle Formation vs Harriers

Opposition

Examples of Good and Bad and Even

Advancing and Retreating

All about push and pull. In preparation of Break Through.

Time of Day

Need cool cyclical graph -_/\_-\/-

Opening

Choosing Recruits

Placement inside of Castle


Mid Game

Damage them so they can't form a line.

End Game

This page was last edited on 20 January 2011, at 18:32.