74 lines
3.7 KiB
Plaintext
74 lines
3.7 KiB
Plaintext
{\rtf1\ansi\ansicpg1252\deff0\nouicompat{\fonttbl{\f0\fnil\fcharset0 Calibri;}}
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{\*\generator Riched20 10.0.19041}\viewkind4\uc1
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\pard\sa200\sl276\slmult1\f0\fs22\lang10 Animation Guide\par
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\par
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Due to the large number of different combinations it is almost crazy to create attack animations. \par
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But I thought I'd give some advice for those who want to take advantage of creating their own animations.\par
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\par
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This is a little guide or rather some tips on how to combine sprites to create animations.\par
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These notes are accompanied by images that will useful as a visual reference, so do not forget to check them.\par
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\par
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It is important to know that I have created these animations thinking that you will be able to perform certain functions with your game engine such as: \par
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\par
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linking or attaching objects to each other and rotating, scaling and positioning objects.\par
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\par
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Anyway, these are just a few examples, the possibilities are many, it just requires a good knowledge of your tools and some creativity.\par
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\par
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\par
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\par
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\tab attack_sample_01:\par
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\par
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1- the hand sprite must be linked or attached to the weapon sprite, so that both move at the same time.\par
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2- The weapon is rotated 90\'ba backwards to create an anticipation\par
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3,4,5- The hand and weapon object are removed or hidden, and is exchanged for the hit effect animation.\par
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6- the weapon is rotated 90\'ba forward\par
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7- the weapon is rotated 90\'ba back to its original position\par
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\par
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I'm also going to include some samples to give you ideas on how to move the head and body to emphasize the animations.\par
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\par
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\tab attack_sample_02:\par
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\par
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To make this animation, what I did was stretch the body in frame 2 (the head must move upwards, still aligned with the body), in frame 3 the body shrink, and in frame 4 it returns to its original size.\par
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This trick is widely used in animation with the squash and stretch technique and greatly improves animation. \par
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\par
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\par
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Another thing you can do is to use walk and jump sprites in attack animations. As you can see in examples 3 and 4. Interesting things can come out.\par
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\par
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\tab attack_sample_3\par
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\par
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- In frame 2 of the attack animation I replaced the body with that of frame 4 of the walk animation. (repeat it 2 times)\par
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- In frame 4 of the attack animation I replaced the body with that of frame 1 of the walk animation. (repeat it 2 times)\par
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\par
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attack_sample_4\par
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\par
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- In frame 2 of the attack animation I replaced the body with that of frame 3 of the jump animation. (repeat it 2 times)\par
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- In frame 4 of the attack animation I replaced the body with that of frame 2 of the jump animation. (repeat it 2 times)\par
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\par
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\par
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\par
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This part is a reference to know how the idle, walk and jump animations work, to have a better location of where to place the different parts of the character (head, hands, weapons) in relation to the body.\par
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\par
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\par
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idle animation: \par
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first frame = no motion\par
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second frame = 1 px down\par
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third frame = 1 px down\par
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fourth frame = 1 px up\par
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When using the animation in a loop, remember that from frame 4 to 1 the body rises 1 px to return to the original position\par
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\par
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walk animation:\par
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first frame = no motion\par
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second frame = 1 px down\par
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third frame = 1 px up\par
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fourth frame = 1 px up\par
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For the following frames the movement is the same, with the other foot. Just remember that from frame 4 to 5 the body down 1 px to return to the original position like in frame 1.\par
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\par
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run animation:\par
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The movement is exactly the same as in the walk animation.\par
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\par
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jump animation:\par
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first frame = no motion\par
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second frame = 1 px down\par
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third frame = 3 px up\par
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}
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