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  1. Skullmageddon

    Project Annie...In Motion!

    @Cas Chronon I'm pretty busy over the weekend, but I'll try to put together some details regarding character illustration and animation as it pertains to this project. It should be helpful for others here as well. And I could totally tell you whether or not I think adding a little bit of...
  2. Skullmageddon

    Project Annie...In Motion!

    No need to apologize, and no problem dude. Just let me know if I'm ever talking too much or providing feedback when you really don't want any. I don't mind critiquing, but I'd also hate to come across as patronizing. Nice! Ok, this is looking much better. Of the three animations you posted...
  3. Skullmageddon

    Monster Hunter

    About 100 more hours of pain and suffering
  4. Skullmageddon

    Project Annie...In Motion!

    Ok, time for some feedback. I don't have the time to illustrate anything for you atm, so I'll do my best to explain everything in words. What you're saying about going from a 2D perspective to an isometric one doesn't really make sense, which leads me to believe you're simply misusing the...
  5. Skullmageddon

    Project Annie...In Motion!

    It's late and I'm chillin' atm, but I'll try to reply with a proper critique sometime tomorrow.
  6. Skullmageddon

    Project Annie...In Motion!

    Yeah, the original plan was to do something along those lines. An alternative I thought of was to do something along the lines of your suggestion, where she simply lands with the sword already in the correct hand. I dunno, I'll figure it out when i get back to it.
  7. Skullmageddon

    Project Annie...In Motion!

    That's not a bad suggestion. I could then have her take a large sweeping step while swinging her open hand to re-grab the sword with the appropriate hand.
  8. Skullmageddon

    Project Annie...In Motion!

    I was wondering if there was a little bit o' Sol in there :P Sure, you can clean up my frames if you'd like. Alternatively, you can also keep pushing your own version forward if you so choose. There are strengths to the direction you've chosen as well. But before any cleanup can happen, some...
  9. Skullmageddon

    Project Annie...In Motion!

    Stop smelling me like that, it's creepy.
  10. Skullmageddon

    Is This A Bug?

    Why wouldn't it be possible to create new combos now? People around here do it all the time. There are a ton of variations that you can do for double snaps with Fortune, so keep trying! I also enjoy coming up with my own combos, so I often spend a lot of time just trying out different things...
  11. Skullmageddon

    Project Annie...In Motion!

    What I like about Ahad's original sketch of Pillar is the implied shear force of Annie's motion as she slices the cosmos into existence. Her outstretched legs and booster boots imply a great amount of leaping force, which carries through into the power behind her arched, upward swing. This means...
  12. Skullmageddon

    Project Annie...In Motion!

    Doing my own version of Pillar gave me an idea. How would everyone feel about doing a simple critiquing session? We pick a move or action, anyone who wants to participate can produce their own animation of it, then we all share our work and talk about what works and what doesn't work. It could...
  13. Skullmageddon

    Is This A Bug?

    I don't recall ever seeing Nightmare Legion trigger after only hitting an assist, whether during a double snap, at neutral, or during a combo. Are there any examples or reproducible instances that you can think of? I hope that in saying this you don't mean to imply that there's something wrong...
  14. Skullmageddon

    Project Annie...In Motion!

    Ok, so here we go. @Tank, I've done my own version of Pillar so that I could make some points of comparison and provide some feedback. I haven't really provided strong feedback to anyone posting their work, so I figure this is as good a place to start as any. Edit: I updated the animation with...
  15. Skullmageddon

    Project Annie...In Motion!

    Design wise, it doesn't matter. But if we want to animate based on L0 standards, then we would animate from the P1 side. That's how frames are both produced and, I would assume, first implemented. If we don't care about keeping to those standards, then we can do whatever.
  16. Skullmageddon

    Project Annie...In Motion!

    I'm going to provide some feedback and thoughts for everyone sometime soon if I can, but one thing that I thought we should do moving forward is always animate Annie facing to the right as though she were on the player 1 side. I wasn't 100% sure what I was doing with my original Idle...
  17. Skullmageddon

    Project Annie...In Motion!

    Agreed. I think something closer to Squigly's Draugen Punch in terms of timing and distance covered would be more appropriate.
  18. Skullmageddon

    Project Annie...In Motion!

    Damn, why people be talkin' so much? @Skittylover228 Like Fumako said, the purpose behind Karlaaldana's 3D model is to provide a reference, from which others may rotoscope. The final product is a completely 2D, hand drawn animation. The 3D model and animations are just a means to an end. Also...
  19. Skullmageddon

    Project Annie...In Motion!

    This doesn't make any sense at all
  20. Skullmageddon

    Project Annie...In Motion!

    Whether or not the person knows how to animate within Blender is not important. What's important is whether or not they have any experience animating in general, in which case they should have the ability to learn how to apply their skills to a different set of tools. I for example haven't...