His walk wasn't really great when I put it in motion, so I reworked it slightly (mostly adding 2 frames).
I unfortunately don't have too much feedback other than "It looks good." mainly because I don't recall ever seeing Piccolo walk, per se. I hope I'm not getting too far ahead of myself here, but will you guys be using Xenoverse's run for him as a base, or do you already have one in mind?
Balthazar said, May 22, 2015, 04:42:22 pmAlright guys, just wanted to let you know I've incorporated the suggested changes (shorter ears, 1 pixel higher skull, more stern look).now I have to say that makes alot of difference surprisingly thanks balth . he looks way more like him now after that little change.
--> the head should be less jumpy in the improvement - see the left hand- the right arm- the antennasalso in the transistion from stance to walk - the left arm movement looks a bit too static, but it probably wont even matter ingame seeing how short it is
--> --> Curse/bless you, HQ! (I hate sprite editing but I like fluid animations more)I'm not really sold on the head though, I might keep the static one (ofc. keeping the antenni bounce) without the slight turning, I can't decide yet.ps. I'm going to CS the nails because it turns out Piccolo's nails are in fact black (they're currently shared with his eyes/teeth).
Nice but the antenna's seems like it stays in one place when piccolo face turns instead of turning with the head other then that he looks sweet, can't wait till you release a pal template
Dang I didn't catch that! Maybe that's why it looked weird. I'm posting a version where the head doesn't turn shortly.
Balthazar said, May 25, 2015, 03:25:42 pmI'm not touching this ever again Except maybe the bumpy shading on his clothes near the right (artist's left) armpit.
What ever do you speak of, Cybaster ?Update: All jumps (up, backward and forward + jump landing) are done, working on the run now (4/8 finished frames in).
I had to fix a lot of colors on his sheet, somehow a lot of unwanted shades got in there. It's clean now.Some updates:
Assuming the left arm isn't on the run animation because it's in line with the right? Logically, were that the case, wouldn't the antennae also be sitting in line? Assuming his body is completely parallel to the camera's view
Shadow0X3 said, May 25, 2015, 09:24:32 pmAssuming the left arm isn't on the run animation because it's in line with the right? Logically, were that the case, wouldn't the antennae also be sitting in line? Assuming his body is completely parallel to the camera's viewthat would look boring , and since the distance between antennas is smaller than the one between arms it would probably look off
Quotehis arm is animated like it's a one big bone with no joints, it's moving like a wooden stick. i suggest removing a frame or two from the arm movement or making it static: