User:Stern

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Revision as of 22:52, 12 December 2010 by Stern (talk | contribs)

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.

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.