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Author Topic:   More animation questions
Dragon Warrior
Honorary Warlord

Posts: 280
From: The Planet Vegeta
Registered: Jan 2002

posted 25 February 2002 19:28     Click Here to See the Profile for Dragon Warrior   Click Here to Email Dragon Warrior        Reply w/Quote   
Okay, I'm leftifying (if Shakespear can make up new words so can I)the longsword dcc animations for the Assassin. Are there any right arm animations (arm anims not the sword anims) that are needed for this to work correctly?

Also when I try to save off Gifs as dcc in Cv52 I get a window asking dirctions/frame organizations. 1 directions x # frames is the default. How do you know what to select for the animations.

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"Never enter a battle of wits with someone who is unarmed."

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Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 25 February 2002 19:47     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
There should be 8 directions...

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Orangyblue
Squire

Posts: 26
From:
Registered: Feb 2002

posted 25 February 2002 20:39     Click Here to See the Profile for Orangyblue        Reply w/Quote   
There are 16 directions for all player characters.

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Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 25 February 2002 21:25     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Ooops, my mistake. Was thinking about the monster directions.:embarassed:

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Wyvern
Honorary Warlord

Posts: 1137
From: A very large cave
Registered: Jan 2002

posted 25 February 2002 23:25     Click Here to See the Profile for Wyvern   Click Here to Email Wyvern        Reply w/Quote   
so to make a monster a player you would have to double the directions? is this hard?

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Open the door jahobie WhorÉ -grave
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Alkalund
Honorary Warlord

Posts: 964
From: Florianópolis, Santa Catarina, Brazil
Registered: Apr 2001

posted 26 February 2002 08:08     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
Not exactly hard, but very time consuming, because you would have to edit every animation, duplicating every direction.

Hmmm... didn't know characters had 16 directions... now I understand why Brother Laz said it takes him two days just to prepare one new monster-class in his mod, that's a helluva lot of work!

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"Get me a balrog attack-1 hand-to-hand animation, and I want it yesterday, the paladin is almost here!" ---> DMA1HTH @ offset 0006A480h. - Myhrginoc

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 26 February 2002 19:13     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
It could be worse. Some of the missile animations have 32 directions---for example the ring-type missiles (Barb cries, novae, etc).

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Brother Laz
Honorary Warlord

Posts: 1134
From: the place where angels watch...
Registered: Dec 2001

posted 28 February 2002 06:15     Click Here to See the Profile for Brother Laz   Click Here to Email Brother Laz        Reply w/Quote   
quote:
Originally posted by Alkalund:
now I understand why Brother Laz said it takes him two days just to prepare one new monster-class in his mod, that's a helluva lot of work!

Yes indeed. First the framecount (and according to Murphy's law, when a character has 10 frames for a certain animation you can bet that the monster will have either 4 or 22!), then the copying of directions. And if the file is large, there's a one minute delay between every action while Photoshop leisurely calculates the new frames.

At least it's getting routine now, so I might be able to speed it up a bit for the last two characters!

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To practice the Arts of Modding is to be Damned.
To master Them is to be Victorious.
-D1 manual

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