Guide:Animation: Difference between revisions
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== Animating for Weissblatt == | == Animating for Weissblatt == | ||
=== Doom Sprite animation system === | |||
Weissblatt's sprite animation system works by appending a ''frame'' and an ''angle'' to the name of your sprites lump name. For example, the animation <code>WALK</code> may consist of the frames <code>WALKA0</code>, <code>WALKB0</code>, <code>WALKC0</code> and <code>WALKD0</code>. | |||
sss | |||
{| class="wikitable" | |||
|'''A4''' | |||
(Back-Left diagonal) | |||
|AC | |||
|'''A5''' | |||
'''(Back)''' | |||
|AD | |||
|'''A6''' | |||
(Back-Right diagonal) | |||
|- | |||
|AB | |||
| colspan="3" rowspan="3" |A0 | |||
(Billboarding) | |||
|AE | |||
|- | |||
|'''A3/AL''' | |||
(Left) | |||
|'''A7/AR''' | |||
(Right) | |||
|- | |||
|AA | |||
|AF | |||
|- | |||
|'''A2''' | |||
(Front-Left diagonal) | |||
|A9 | |||
|'''A1''' | |||
(Front) | |||
|AG | |||
|'''A8''' | |||
(Front-Right diagonal) | |||
|} | |||
=== Tips and Tricks === | === Tips and Tricks === | ||
Revision as of 06:19, 7 April 2025
The Twelve Principles of Animation
Twelve basic principles of animation is a book written by early Walt Disney animators Frank Thomas and Ollie Johnston. It outlines twelve general principles which are regarded as fundamental among animators.
To save you a lengthy, complicated explanation of each of these, here's a useful educational video by Alan Becker: https://www.youtube.com/watch?v=uDqjIdI4bF4
- Squash and Stretch
- Anticipation
- Staging
- Straight-Ahead and Pose-to-Pose
- Follow-Through and overlapping action
- Slow-In and Slow-Out
- Arcs
- Secondary Action
- Timing
- Exaggeration
- Solid Drawing
- Appeal
Animating for Weissblatt
Doom Sprite animation system
Weissblatt's sprite animation system works by appending a frame and an angle to the name of your sprites lump name. For example, the animation WALK may consist of the frames WALKA0, WALKB0, WALKC0 and WALKD0.
sss
| A4
(Back-Left diagonal) |
AC | A5
(Back) |
AD | A6
(Back-Right diagonal) |
| AB | A0
(Billboarding) |
AE | ||
| A3/AL
(Left) |
A7/AR
(Right) | |||
| AA | AF | |||
| A2
(Front-Left diagonal) |
A9 | A1
(Front) |
AG | A8
(Front-Right diagonal) |
Tips and Tricks
- Be sure to animate a good sketch first - it's easier to clean up when stuff goes wrong.
- Stage animations to be readable and express character. Viewers won't notice a little cheat to do so.
- Players are more likely to look at individual animations than full turnarounds. Focus on making good-looking animations first and then adjust them to look good from all sides.
- Most of the time there's no space for inbetweens. Focus on good key poses and breakdowns.
- Sometimes, the engine may play animations at different speeds. Consider the amount of frames in an animation as more important than the actual time.