So, I was wondering where to put this. I would like to contribute and I have a lot of animations made in my spare time. I somebody could help me, I’ll be happy.
Some samples:
The free rotate tool in a lot of image editors can be a massive help for in-between frames when you need to spin something large like a sword or lance.
Try to only use smear frames when you need something to move fast.
save fancy swooshing movements for critical attacks.
Also, use a recursive algorithm. That is: make some key frames (start, hit, etc.) and then make in-between frame and in-between these in-betweens and so on. This way you’ll get a smooth animation.
Thanks for the response!!! So how exactly are smear frames done? That seems to be something I’m having issues with while animating. They just look goofy compared to other people’s smear frames. Is the principal to just elongate the sprite along the path it’s traveling? Is there a video or some sort of resource to do smear frames?
Thanks!! I have done research on key frames but would the key frames of a FE sprite be:
Idle frame
Hit/end of attack frame
Recovery frame
I take it that it would depend what you’re wanting to do with the animation (more elaborate animations require more key frames) but a key frame would be when momentum ends or changes direction for the sprite?
For a point A to point B smear like dashing forwards, usually what I do is take the frame before and after the smear frame, combine them together, close the gap between them a few pixels, then remove the black from the whole sprite.
Then I take the colors from both sides and connect them with the line tool, filling it with the selected color.
For smears like a swinging weapon I recommend looking at other examples and working from them, like look at the critical animation for any Lance user and try to mimic the spin they use (or what a lot of people do, just take the spinning sprites and recolor them for their current sprite).
Seriously though. I’m using the Malig Knight animations for Valter in my hack and the lance you added will be more true to his character. Thank you for sharing your work.
Ok that makes sense. Also is there a workflow that you or anyone uses that helps? Basically, all I have done so far is make a silhouette and then set different body parts on different layers, and then map out the animation with the silhouette before coloring and shading everything. Does that sound about right?
I use GIMP with a script that can generate separate pictures from layers exclusively.
As I said, the easiest way is to make some key frames and fill the gaps. Also try to cut your character into parts like head, upper chest, arms, weapon, etc. It’s easier to move them this way rather than copy them each time.