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KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars) (Read 9366 times)

Started by Anderson Masters, October 22, 2017, 03:12:39 am
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Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!
#21  October 30, 2017, 01:41:57 am
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Feet still moving around too much.  Remember IK when animating as it can force your feet to remain stationary during animation.  Maybe research animation in general.
Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!
#22  October 30, 2017, 04:03:07 pm
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Feet still moving around too much.  Remember IK when animating as it can force your feet to remain stationary during animation.  Maybe research animation in general.
i'm really letting some edits for the 2d part of work, this is not 100% intentional, but will work (i think)




Edit (not so "new" for do other post)
editing the model to get more inlines
Last Edit: October 30, 2017, 07:27:36 pm by Anderson Masters
Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!
#23  November 02, 2017, 10:35:11 pm
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updating model


Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!
#24  November 07, 2017, 10:52:42 pm
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after some days working on the shader, i made my choice, this char will be female

cause is pretty more easy to draw a arm like Yuri than all the muscles of Ryo or Terry
(but i will save the bone positions)

this is the actual stage of the shader

i think the shader is almost on her maximum, i explore all the options, adjusts, shadow types, and all the scripts and i no think this will get more better than this, only more adjusts on some colors and i will start to studing her animations
and this is the firsts adjusts to make a concept



actualized
this one below is pure blender render without manual edits
Last Edit: November 08, 2017, 01:01:34 am by Anderson Masters
Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!
#25  November 08, 2017, 11:16:45 pm
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method for alpha sprites finished
Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!
#26  November 09, 2017, 05:01:56 am
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3d rocks!
Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!
#27  November 11, 2017, 02:15:11 am
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If you really, really want to make a good character then go onto Youtube and watching videos about boxers. Read up on them and study how they move.

Oh, and did you know that boxers have different styles?
https://ipfs.io/ipfs/QmXoypizjW3WknFiJnKLwHCnL72vedxjQkDDP1mXWo6uco/wiki/Boxing_styles_and_technique.html

This might help you bet a better idea of moves and how your boxer could fight.

Good luck.

Cheers,
Revanto  ;P

thanks bro! i really not think on it yet, but agree with you, i will do some tests before a choice
boxer man style of production actualized:
at here only "shaders and tricks"

and there my manual finish

still no is what i really wanted, but, is going on
Re: KOF XII/XIII Boxer Char (ANIMATIONS NOW) Need moves sugestions!!!
#28  November 11, 2017, 05:24:28 pm
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2D -> 3D ->2D

Stanting to learn walk!

all animations will use 2d techniques to simulate an full manually done sprite
this is the first steps for animations, the 2D idea (key frames)




after this step i will go to 3d software and pose and add more frames to be more smooth

than, 2d software again to retouch and finish sprite by sprite!


feedback about the animations will be very apreciated, and if you going to suggest a move, do like those animations, don't need to be beutiful on the this step, just need to work fine and be smooth
Last Edit: November 11, 2017, 09:44:06 pm by Anderson Masters
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#29  November 12, 2017, 03:05:09 am
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She's raising her knee a bit too much. Also, when we walk, we usually raise our heel first, then as we move our leg forward, we lower our heel and raise our toes, then step down heel first, then toes right after.

In your version, her feet are mostly flat throughout the entire motion and the left leg seems to be stepping down toes first.

I know it seems like nitpicking, but all those things are things that even if you don't notice directly, they leave you with this sense of "I can't put my finger on it, but something doesn't seem right".
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#30  November 12, 2017, 11:39:43 pm
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She's raising her knee a bit too much. Also, when we walk, we usually raise our heel first, then as we move our leg forward, we lower our heel and raise our toes, then step down heel first, then toes right after.

In your version, her feet are mostly flat throughout the entire motion and the left leg seems to be stepping down toes first.

I know it seems like nitpicking, but all those things are things that even if you don't notice directly, they leave you with this sense of "I can't put my finger on it, but something doesn't seem right".

thanks dude!
i really like your points
new walk wip:

some changes



Last Edit: November 13, 2017, 03:45:50 pm by Anderson Masters
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#31  November 13, 2017, 06:44:22 pm
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walk back wip

Last Edit: November 14, 2017, 10:12:16 pm by Anderson Masters
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#32  November 16, 2017, 01:58:10 am
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Maxy changes on the model and on the finish method
render without manual edit:

manual finish:
first try to jab, still need 2d work and more frames, just testing a new way animate bones
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#33  November 18, 2017, 12:32:15 am
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Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#34  November 18, 2017, 05:37:23 pm
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the last walks are far better.

I want to hug you...
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#35  November 19, 2017, 12:50:59 am
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the last walks are far better.
thanks bro!
finishing the last details on model
at now changed the hair, to give her more light on face
after this, just finish the skirt to seems like athena's skirt (line between pleats)

Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#36  November 21, 2017, 12:13:44 am
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final model for Maxy

Showcase

ps: shirt will be closed in game, and skirt will be adjusted to never show panties (like athena to keep the style)
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#37  November 21, 2017, 12:34:23 am
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i think you're focusing too much on the "kof conversion" process gimmick and not enough on actually animating fluidly. the actual devs didnt start off with the shading, they started with animating the models well with rough shading and then they clean up and then add it in afterwards.

focusing more on the other things than actually animating well enough will only slow you down and hinder your progress much more down the road
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#38  November 22, 2017, 11:58:37 pm
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i think you're focusing too much on the "kof conversion" process gimmick and not enough on actually animating fluidly. the actual devs didnt start off with the shading, they started with animating the models well with rough shading and then they clean up and then add it in afterwards.

focusing more on the other things than actually animating well enough will only slow you down and hinder your progress much more down the road

we need to explore tools at the maximum, i will do manual edit on every single sprite, but had a good model and shader really helps
restart stand
3d work
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#39  December 01, 2017, 10:40:01 pm
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close light punch
Re: KOF XIII Maximilian Meyers and Maxy Meyers (Boxers Chars)
#40  December 02, 2017, 03:55:25 am
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You're getting the inertia of the skirt wrong. As the body moves forward, the skirt will try to remain in its original position. This means that the skirt should be moving backwards in relation to the body, not forwards. (maybe once gravity kicks in and the skirt catches up with the rest of the body, it can overshoot and flap forward a bit).

Right now it looks like there's a puff of air coming out of her you-know-what (sorry for being crude).

I would also recommend giving her at list a tiny bit of windup before throwing her punch. It lacks impact otherwise. She should raise her hand slightly in front of her face and THEN throw her punch. Otherwise it looks like she's pushing something, not punching something. If you don't want to give it windup, at least have her twist her body a bit as well as twist her punching arm.
Last Edit: December 02, 2017, 03:58:26 am by Graphicus