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1 Steps in Creating Animation Secondary Actions Sequences (1 of 3) - PDF document

Outline The Pipeline IMGD 1001: Concept Art 2D Art 2D Art (next) Animation Tiles Animation, Tiles 3D Art Modeling, Texturing, Lighting IMGD 1001 Animation Key Frames Animation produces the illusion of


  1. Outline  The Pipeline IMGD 1001:  Concept Art 2D Art  2D Art (next)  Animation Tiles  Animation, Tiles  3D Art  Modeling, Texturing, Lighting IMGD 1001 Animation Key Frames  Animation  produces the illusion of movement  Images at extremes in movement  Display a series of frames with small differences  Most noticeable to observer between them  Ex: for flight wings up and wings down  Done in rapid succession, eye blends to get motion  Ex: for walking, right leg forward, leg  Unit is Frames Per Second (fps). For video:  24-30 fps: full-motion (Game Maker does 30)  24 30 fps: full motion (Game Maker does 30) together t th  15 fps: full-motion approximation  The more the better?  7 fps: choppy  3 fps: very choppy  Smoother, yes  Less than 3 fps: slide show  But more time to develop (tradeoffs)  (2D Sprites can get away with about ½ the above)  And more prone to errors, “bugs” that  To do successfully, need to keenly observe, focus on differences in movement interfere with the animation  Apply basic principles (next) IMGD 1001 IMGD 1001 Based on Chapter 9, Designing Arcade Computer Game Graphics , by Ari Feldman In-Between Frames Frame Animation Guidelines  Generated to get smooth motion between key-frames  Can be tedious and time consuming to make  Most software allows duplication Faster motion needs fewer drawings. Slower motion needs more drawings. (See GameMaker tutorial shooter for examples of Enemy Planes, Explosions) IMGD 1001 IMGD 1001 Based on Chapter 9, Designing Arcade Computer Game Graphics , by Ari Feldman Based on Chapter 9, Designing Arcade Computer Game Graphics , by Ari Feldman 1

  2. Steps in Creating Animation Secondary Actions Sequences (1 of 3)  Animation part that does not lead  Conceptualize – have vision (in mind or on paper) of what animation will look like movement, but follows it  Decide on object behavior  Add extra dimension of reality 1. Animated once (no looping)  Ex: Hair moving in wind 2. Animated continuously (using cycles)  2 nd choice means must make last key frame blend with first  2 nd choice means must make last key frame blend with first  Ex: Cape billowing backward  Choose an image size – will contain and constrain object  Test and experiment briefly to have plenty of room  Design key-frames - drawing the motion extremes  Use simple shapes to represent main actions  Ex: stick figures or basic shapes (circles, squares) IMGD 1001 IMGD 1001 Based on Chapter 9, Designing Arcade Computer Game Graphics , by Ari Feldman Based on Chapter 9, Designing Arcade Computer Game Graphics , by Ari Feldman Steps in Creating Animation Steps in Creating Animation Sequences (2 of 3) Sequences (3 of 3)  Estimate the in-betweens  Test each movement  Think of how many you will need to complete  Can be done with ‘copy’ and ‘undo’ in tool the sequence smoothly  Others have animation rendering (ex- Game  Be conservative. Easier to add additional Maker) transition frames than to remove them transition frames than to remove them  Look for flaws (movement, discolored pixels  L k f fl ( t di l d i l … )  Apply secondary enhancements  Embellish to look convincing and enticing  Repeat  Exaggeration  Repeat for all animations IMGD 1001 IMGD 1001 Based on Chapter 9, Designing Arcade Computer Game Graphics , by Ari Feldman Based on Chapter 9, Designing Arcade Computer Game Graphics , by Ari Feldman Primitives Tiles  Used in many games  Needed for common backgrounds  If you know these, you can apply primitive  Too hard to make every pixel different! rules out of the box:  Exploration games (especially outdoors)  Cylindrical primitive  Rotational primitive make heavy use of these y  Disintegration primitive  Grass, trees, water, sand  Color flash primitive  Scissors primitive  Start with a grass tile to warm up  Growing primitive  Shrinking primitive  Minor primitives (used less often)  (See Chapter 9 of Feldman) IMGD 1001 IMGD 1001 Based on Chapter 9, Designing Arcade Computer Game Graphics , by Ari Feldman So You Want to Be a Pixel Artist? , by Tsugumo 2

  3. Grass is Green Grass has Variation  Use a basic green square  Can do a lot with simple enhancement of color shades  But this looks unnatural  Like flat, shiny metal  No illusion of movement  No illusion of movement  Simply a Green Box (Ex: bkg_grass0 ) (Ex: bkg_grass1 ) IMGD 1001 IMGD 1001 So You Want to Be a Pixel Artist? , by Tsugumo So You Want to Be a Pixel Artist? , by Tsugumo Make Look Random but with Make Variation More Random Control  Draw by hand for more control  Can use the “spray” tool  4 pixel line strokes (Ex: bkg_grass2 ) (Ex: bkg_grass3 ) IMGD 1001 IMGD 1001 So You Want to Be a Pixel Artist? , by Tsugumo So You Want to Be a Pixel Artist? , by Tsugumo The “Grid” (1 of 3) The “Grid” (2 of 3)  Still, some “lines” are visible when repeated  Looks too much like tiles  Break up with more color  “Large” blank is problem, so remove IMGD 1001 IMGD 1001 So You Want to Be a Pixel Artist? , by Tsugumo So You Want to Be a Pixel Artist? , by Tsugumo 3

  4. The “Grid” (3 of 3) Don’t Try This at Home  Don’t use same texture for all, else not much  Much better! better than just colors (Ex: bkg_grass4 ) IMGD 1001 IMGD 1001 So You Want to Be a Pixel Artist? , by Tsugumo So You Want to Be a Pixel Artist? , by Tsugumo When the Rubber hits the Road? Group Exercise  Beware of the seams where different types of  Break into groups tiles meet!  Think of a (simple) animation (sprite) needed for your game  Make key frames  Make key frames  Make in-betweens  Try it out!  Sketch on paper (grids for pixels)  Flip-book  Feedback from group IMGD 1001 IMGD 1001 So You Want to Be a Pixel Artist? , by Tsugumo 4

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