How can I turn this drawing into a usable character?
arkonllf
Member Posts: 118
so i drew this character-
hosting images
and i want to turn it into a character for my game but i have no clue how i can make that work.
meanwhile i only managed making this-
hosting images
and i want to turn it into a character for my game but i have no clue how i can make that work.
meanwhile i only managed making this-
Comments
And you will have to either break up the character in different parts so you can make instances for whatever pose/motion you are trying to animate, or you could get another software program like Toon Boom Studio, or Anime Studio Pro, and use the bone tool to make different poses. You will have to do it old school animation style, a series of individual images in sequence to animate the character, and bring those images into GameSalad, and use the animate behavior to play them in sequence, and make the animation happen.
The tutorial on character animation might help:
http://2dgameartforprogrammers.blogspot.com.au/2011/11/character-animation.html
Thank you a lot man what you said will help me a lot!
@spriteattack
Thank you mate! I will try scaning it into parts like you and slickzero told me,
And i will use your animation tutorial(for some reason i didnt see that in your post).
That character you made looks amazing!! It was just what i was wanting to make for my game.
Would you mind if i tried kind of copying that?, Because you propably dont want me to use the one you Made..
How long did it take you to make that?
P.s sorry for spelling mistakes i am not a native speaker.
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i cant beilive it only took you 15min because it looks amazing!
I sent you a private message and i would be more than happy if you will send me the file!
P.s if you got some free time you should maybe make a toturial on turning a drawen character into something like this,
I am sure it would help the forum a lot.
And i have to say you have an amazing talent.
http://www.amazon.co.uk/Animators-Survival-Kit-Richard-Williams/dp/0571212689
My failing is that I am more of an illustrator than an animator. This is down to the fact that most illustrators think in situational framing and just animate to get the character for pose A to B (its a different way of thinking for sure and possibly lazy). Truly great animators think in terms of performance and are closer choreographers and mimics. When you see them work, they take on the physicality of the character and think movement. And thank heavens... they very often put in pauses for reaction (lots of them) which reduces the amount of work... A few good facial emotions can really add to things and are cheap in terms of work. A lot of animation is shot on '2s' (reducing the amount of work by half) with 2 shots of each frame of drawing when shooting at 24 fps giving a virtual frame rate of 12 fps. In anime they quite often shot on 4s and 6s... But a low frame rate with good animation is far better and convincing than bad animation at a higher frame rate.
I suggest that you have a good search for walk cycles and running cycles, and try to emulate them. Perhaps download 'Pencil' for mac (free) or DoInk for Ipad (cheap) and take some lines for a walk. Just playing with animated lines is a great way to start to understand animation, and the movement of simple and limited lines can work, and be something to build on.
good luck. Kipper
p.s my workflow for drawn animation into GS is this-
1). layout the screen design and do rough drawings of characters.
2). scan the drawings of the characters and chop them up into pngs that I import to GS.
3) size the actor character in GS to fit the environment (with an eye on the old power of 2 rules so to keep memory sizes down)
4). export a scene image from the preview player in the editor
5). import it to photoshop and blow up the character area to 400%
6) export the character at 400% and import it to Pencil (you could use flash of any other animation program)
7) use it as a reference background image to animate the final line drawings
8) export the line drawings as a png seq.
9) colour them in photoshop
10) reduce and frame the final drawings in after effects and export as a png sequence to import to GS.
This may seem long winded but I find it quite quick now that I am used to it. The colouring can be down within the animation program but I choose to do it in photoshop. If you use a vector art program for the drawings you may use quite a different process but I hope the above is useful.
Must be the longest comment i have ever seen
The stuff you wrote here are really helpful!
So i tried making a monster using one of my drawings, this is what i made using all of your guys tips-
http://img812.imageshack.us/img812/2329/1331737393343.jpg
(quality is low because of the uploading...)
I will soon try animaiting it with doink like old_kipper offerd and ill post the result.
Ace
That's excellent! You're coming along way already! Animations is quite hard untill you get the gist of it, and Chris (sprite attack) is a god of art & animation Although if you want to start off for yourself I would really recommend @oldkipper 's recommendation of the book, I Personally have the book myself and its great! Also check back at SA's tutorials every once in a while because they are absolutely excellent
Cheers,
Jack
Leonard i will look into buying that book, cause i really want to make this game look good(:
I have a related (and hopefully not too off-topic) question about exporting png files. When I draw a character in illustrator and then add something to the side of the character (for example, I made a triangle-shaped main character and then added wheels underneath it) and import both png files to GameSalad, if I replace one image with the other, the actor resizes my images so that they fit the actor's size. Because of this, the slightly larger image (e.g. with wheels) is shrunk down and no longer aligns with the original image (e.g. the two triangles don't line up) so that it looks jumpy as if the actor is shrinking and growing whenever the image switch is made.
Sorry for the long explanation, but is there a way to avoid this problem? I know I could make the wheels a separate actor, which I've done, but this is more of a general question because I keep running into the problem with other images I've made where I have a base image and then I change something that I want to have appear at a different time in my game as a replacement for the base image.
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