In order to get real feedback, you guys are allowed to:- give real feedback,
- point out the pros and cons,
- talk trash on my work, as long as you mean it(lol),
- say whats needed to be fixed,
- not be afraid of being banned for talking trash on what i do in this thread, because i allow it
a bit redundant but i hope you get the point
__________________________________________________________________[/color]
This is a psa requested by SonicUnderground316 over Zamus, but for im putting chun li over peach. This is where ill show the progress of the psa(obviously). Enjoy.
original thread: http://forums.kc-mm.com/index.php?topic=25095.0
(http://etudiant.univ-mlv.fr/~mdiall12/chunli.jpg)
Progress
Side Smash(s4s):
original:
(http://www.fightersgeneration.com/characters/chunny-alphasuper-p.gif)
unfinished animation in BrawlBox
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/chunlis4sDONEfast.gif)
Side Tilt(s3s):
original:
(http://www.fightersgeneration.com/characters/chun-ts-a3.gif)
unfinished animation in BrawlBox
OLD
Sorry but you are not allowed to view spoiler contents.
NEW
Front
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/test-4.gif)
Behind
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/test-3.gif)
UpSmash(Hi4):
original:
(http://www.fightersgeneration.com/characters/chunli-upwardkick.gif)
unfinished animation in BrawlBox
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/hi4.gif)
GettingUp:
original:
(http://www.fightersgeneration.com/np7/char/gifs/chunny/chunli-cfe-getup2.gif)
unfinished animation in BrawlBox
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/test.gif)
N - Jump:
original:
(http://www.fightersgeneration.com/characters/chun-mvc-jump.gif)
unfinished animation in BrawlBox
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/test-1.gif)
Dodge Back:
original:
(http://www.fightersgeneration.com/characters/chunny-ts-dashback.gif)
unfinished animation in BrawlBox
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/test-2.gif)
:::::::::::::::::::::::::::::: E n j o y ::::::::::::::::::::::::::::::
whoa, those are really good.
want to port the model over some other character? might i suggest Lucas?
this would allow alot more article usage.
ty but I'm sticking with peach/zamus
love the animations so far. nice work.
well, unfortunetely. i main peach and samus/zamus, i main the three.
good job on the animations. and good luck.
Out of curiosity, how long have you been doing animations for? Nobody produces quality stuff like this on their first go XD You must have been studying it elsewhere surely?
>.>
<.<
>.>
....ive been around kcmm for a while, this is actually my 2nd acc(a mod already knows), but yeh i made a few psas in the past. I made this 2nd acc for personal reasons. Dont ask who i was b4 cuz im not gnna say...
anyways, thanks for the compliments =)
edit: ive been on here since before you(sdoom and hollow started psa), also why are u leaving?
Quote from: CaptN CeeGee on May 30, 2011, 09:26:10 PM
>.>
<.<
>.>
....ive been around kcmm for a while, this is actually my 2nd acc(a mod already knows), but yeh i made a few psas in the past. I made this 2nd acc for personal reasons. Dont ask who i was b4 cuz im not gnna say...
anyways, thanks for the compliments =)
edit: ive been on here since before you(sdoom and hollow started psa), also why are u leaving?
Ah ok, fair enough :) And it's a long story as to why I'm attempting to leave...
Question...is this going to have the regular double jump or will you add the third jump?
Can't wait to see this finished.
I'd help but unfortunately I got my own projects going on atm.
<_<
I guess my anims got a way to go....lol
ppxexe - uhh if sonic wants a third jump then yeh
naru - its fine, i kno a lot about psa(that i hope i didnt 4get),tricks n stuff, im fine without help
Pretty nice, reminds me of an Athena Asamiya made before.
Quote from: SiLeNtFaLc0n on May 30, 2011, 10:02:06 PM
Ah ok, fair enough :) And it's a long story as to why I'm attempting to leave...
ur leaving?!
:(
Epic animations right there :)
Keep it up, you're doing a splendid job ^_^
Indeed, keep up the good work ^^
Upsmash/Hi4 done, wouldve uploaded/updated earlier, but my internets been messed up today.
-ty ever1 for support =p
I can't wait to see the up smash, it my favorite kicking move period lol
how does it look?
O_O, can you teach me to do that kick because that looks awesome
The moveset's a bit strange due to the fact there's recycled attacks for different smashes and specials, but the quality of the animations themselves is spectacular. +2 points for Waddle Dee.
looks really cool, continue with the great work, I'll surely download it when you release it
ty, ill probably update l8er 2night.
edit: ill finish this animation up 2moro morning..tired
op updated with the getting up animation
I've actually found that using animated sprites is an excellent way to create the animations near perfectly. What I did for my Vegeta dance animation was I took the GIF in Photoshop and viewed it layer by layer. Then set the position of Wolf to match each layer every 4 frames, giving a smooth animation.
^yep thats wut im doing now. Except i use gimp and make a spritesheet on paint with the 'keyframes' that i see. but sometimes, i have to change the animation a bit to make it smoother.
also i saw that animation, looked great... but it seemed a bit stiff to me. And the flip was too slow(but still nice and smooth).
edit:
for those who think i waste/take alot of time making the animation gifs, it takes me less than a few mins.. I dl 2 exes off the internet,edited em a bit so they work the way i need em to. So yeh its pretty simple for me to gif-ify them.
Quote from: CaptN CeeGee on June 04, 2011, 10:08:59 PM
^yep thats wut im doing now. Except i use gimp and make a spritesheet on paint with the 'keyframes' that i see. but sometimes, i have to change the animation a bit to make it smoother.
also i saw that animation, looked great... but it seemed a bit stiff to me. And the flip was too slow(but still nice and smooth).
Yeah, the cleaning made it a tad stiff in places. But I had to clean it otherwise the file size would have been MASSIVE (that one animation was 244KB before cleaning and I reduced it to 49KB). And I've sped up the flip and the split kick, as well as generally making the animation a tad faster in PSA :)
meh quick update, jump
Man, this is looking awesome. Can't wait to use her. In both the street fighter games and Capcom vs... games Chun Li's always been one of my mains so a well animated version of her is something i've been highly desiring for a long time. In the words of Larry the Cable Guy, "Git 'er dun!"
What bones are you using to rotate?
Oh btw, quick question. What do you use to create the .gifs?
@kit-...thats a bit general...but i guess your talking about the whole model soo i use the hip bone.
sdoom -
i create the gifs using a exe that i dl off the internet and edited a tiny bit. It(now) takes all the images from a folder and converts them all into one gif.
the other program(also from internet and edited) takes a screenshot of a specific area that i want(like aim->take screenshot) so i can take multiple pics of the same spot and it autosaves with a generic filename(so its quicker).
for the first animation(s4s) i didnt have the exes so thats why its a bit shaky(i had to manually make the gif with gimp). The others ones are done with the dl-ed exes
edit: i use bb 3.2 btw, not 4.2 jsyk
Ah ok, thanks. That's pretty clever.
As for the animating, surely that must take ages to do each animation if you don't have the rotation orb? Usually what I do is construct the animation in modset 4.2 0.64d, then clean it in 0.62b (to reduce file space and fix any screwy interpolation problems).
Quote from: CaptN CeeGee on June 05, 2011, 09:24:09 PM
@kit-...thats a bit general...but i guess your talking about the whole model soo i use the hip bone.
[censored], that's some smooth animation with the HipN. I bet you used alot of key frames to make it that smooth. I'd recomend using XRot and YRot to spin and flip your players since it won't throw them off kilter as easilly as the HipN does.
^lol well the hip bones doesnt(hasnt) mess(ed) up for me yet. But yeh i used to use x,y for rotation but i just use x for height and just forget about y. Its better to have one bone doing certain rotations instead of multiple bones doing the same rotation.
- o yea i dont really use too many keyframes(or at all) to fix the hip bone cuz it usually never messed up unless i did something wrong.
sdoom - yeh it takss a few hours to make some animations. But i never thought about that. I dun wnna use 4.2 cuz i used it to make s4s but then i had to clean it up manually in 3.2...basically remaking each keyframe >.>. But ill try your idea, sounds good thnx.
Huh. Bloody hip pisses me off alot (untill I discovered to the Rots XD) but yea, I usually use XRot to spin my char and YRot to Flip (or to do both Z and Y) them.
nice animations man keep up the good work
Chun Li´s moves are looking good so far.
How mouch % you have in progress?
wut u see is the progress
What's Happ'in Capt'in? (lol had to do it XD)
Hey, if you would like any assistance, I'm willing to help some =3 Everyone here can attest I'm not too bad.
^nm... was busy for the past few days, but ill try and get an animation in today. I made an exe to export certain data from files...then edited an existing exe that i made to view the data(all this took a while).....only to to realize that someone had already made an exe to view the data(which i had dl-ed a few days back)>.> - Buut it was worth my while to get back into c# and see my success.
-anyways, uh i dun need help atm. Probably l8er tho, thnx for offer.
Spiffy! Well just leme know. i'm taking a small break from my own semi-solo project and a little "fresh air" would do me wonders lol
update-> dodge back(dodge 1). Its not a perfect match and obviously slower. was trying to keep the frame count the same as the original dodge back(not the gif)
-credit 2 sdoom for tip of using bb 4.2 then clean up on 6.2b...altho i needed clean a bit more due to the rotations still being off.....alot >.>. Anyways i did finish the animation quicker so thnx
Is there a texture/model/import of chun-li over samus, looks cool though.
In order to get real feedback, you guys are allowed to:- give real feedback,
- point out the pros and cons,
- talk trash on my work, as long as you mean it(lol),
- say whats needed to be fixed,
- not be afraid of being banned for talking trash on what i do in this thread, because i allow it
a bit redundant but i hope you get the point. This is also in the OP Too.[/color]
Honestly, your stuff is hard to critique because it's really really good XD Though the jump animation is a tad stiff. Though animations like that always look better in game.
the main purpose of me wanted feedback is to keep me working on this and maybe get kcmm to do the same for everyone elses stuff. I mean i could be making more low quality animations and get equally(if not better) feedback - but people wouldnt say a thing about how bad it is because of the rules or just not wanting to be mean. - So i allow that kind of comments/talk, in here atleast.
Kcmm (or atleast psas)would be better if it was that way.
edit: you could even talk about me not updating this in over a week and how slow i am. idc. I wouldve let this thread die if it wasnt for Dragoon bumping it.
I really do like the work so far.
Comments:
For the backwards dodge, you might want to bring up her right knee a bit more. From the preview, it looks rather static. Maybe even point her right foot downwards a bit more to exaggerate it. As well, I dislike how much her left leg slides along the floor. I'd either make her do more of a jumping move, and/or extend her leg out farther.
The jump animation is my least favorite so far. The jump is too smooth, and the movements don't start off fast enough. Also, make sure to get the curve of her back correct. From the original animation, her back bends around the time she reaches the peak of the jump.
For the side tilt, since she has her weight on her back foot at the beginning, maybe make her front foot glide forward (a few inches above the ground) as she steps forward using her back leg. I think it should be more of a stepping motion than just a twisting of her legs.
For the forward smash, have you thought about having the charge animation with her hands in front of her, instead of behind and above her head? It would stay more true to the original, and make the animation look less like a copy of Lucario's special. (I'm assuming that because the animation starts with her hands behind her, that you're planning on making the charge end in that position).
For the up smash, something about her head movement is bothering me. It seems to jerk upwards during the second kick, whereas the original has a smooth rise-and-fall movement. I'm not sure if it's too hard to understand what I'm saying or to fix it, but whatever.
Otherwise, the animations look great. I really must commend you on how nice they look so far. Keep up the amazing work!
thnx alot for feedback =p. makes me wnna animate right now.
backdodge...exactly what i thought. I knew it was a bit stiff and also thought that it didnt really look like chun li's because peach didnt tilt as much. I left it like that to see who would say anything and cuz i was a bit lazy lol.
jump... when did that one, it looked way different before i fixed it because it wasnt smooth at all lol. But ill redo it again. Thnx and it was also my least fav.
side tilt...mhm, i should also add that quick step back.
forward smash...yeh the charge will have the hand in front. And uhh the animation starts with her hand above her yeh the charge ends above/behind her.
upsmash.. the original looks smoother mostly because its faster. But i think i know what you mean.
Again thanks ALOT for the feedback. Although it was just small things that you didnt like, it definitely helped because ima go fix them now.
bump side tilt improved
OLD
Sorry but you are not allowed to view spoiler contents.
NEW
Front
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/test-4.gif)
Behind
(http://i1101.photobucket.com/albums/g431/CaptN_CeeGee/test-3.gif)
edit:
and thats why i love feedback. Personally i thought that the first s3s animation looked great. But the new one looks even better and more natural.. THnx mario fan. Ill improve the others soon.
awesome! I love it. It looks perfect!
Ty. It took me a few hours just to improve it. All i was going to do was "move her forward" and "lift up the right leg"....ended up seeing other mistakes like the right leg going behind her, the left(front) leg going out into the z axis for no reason, and arching the body a bit more, etc. They all seemed like unimportant things to improve, but in the end, they made the animation look waay better than the first.
Really good animations are really good!
I would really love to use this =)
Quoteu[im in aim chat]see how some people thought my animations were good?
but when mariofan gave some feedback on what needs to be improved...i saw wut he meant and...uh improved the animation. Now the first animation looks like garbage compared to the newer. Thats why feedback is needed in kcmm.
[censored].. it's like, 20x better then the puke I've been freehanding on Tifa...
these animations are so beautiful.
i can make animations rather well now.
seeing how i use pure sprite sheets. but i don't think you do that. these don't look so, well choppy or artificial.
my only complaint is that it's going over PEACH... meh, if i get desperate i'll just port the model over some other useless character.
so far keep up the good/ great work.
thnx kit.
Tifa feedback for kit:...viewer disgression advised.
Sorry but you are not allowed to view spoiler contents.
edit:
@catman - i use the .gif files from the original chun li thread as keyframes for my animations. So yeh, i kind do use spritesheets, or atleast the concept of em.
and lol i can port it over to zs,althought itll be a bit harder since the key frames won't be perfect. But i can always try and add onto bb source code and delete every keyframe translations there is in the animations, instead of doing it frame by frame. it will just ignore the first keyframe...and blah..blah. lol
well, i also play samus/zsamus.
liek i said if i get desperate i'll port it over another character. or i'll just appreciate what you've made.
it's really good.
Hey uhh.. captn, ya got a long borin summer break ahead right... XD Eh I doubt you'd be interested in requests. But if ya ever get bored.
http://forums.kc-mm.com/index.php?topic=26450.msg537718#msg537718 <---- I need those animations over marth. As for the 2D part (if you go to the thread) Here's a hint on who the psa's for.
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=xbuXx6vXeZ8
Quote from: CaptN CeeGee on June 17, 2011, 02:58:23 AM
thnx kit.
Tifa feedback for kit:...viewer disgression advised.
I know.. why I called it puke of an animation job.. I'm not good >.>
@ naru - i dont take requests. Unless its for a program.
@kit[ ...and others]- no. There arent many good animators on kc-mm and i think your actually one of the good ones. Your not the best though. I think that you would do better if you knew what you were doing wrong, which is why i asked for feedback - i want to do better. I thought the first animation was good, until someone pointed the pros and cons. Theres no point in putting yourself down, because it will just kill your drive to animate or w/e. Instead you should realize that what your good at doing can be better. This is the main thing about kcmm that i hate, or atleast the psa board part of kcmm. Noone tells you when what your doing has some faults(not anymore really). I liked the old kc-mm where people would get mad if you were to try to make an elemental psa, or when you just make a crappy psa/animation.
anyways, keep on animating and try and get others to give you real feedback because thats the only way you'll have a chance at getting better.
yeah.. I know hun.. I've been told that alot already, about being a good animator.. I may be free handing my work (not using references), but it's just meh.. and I've tried to use a reference and it oddly doesn't carry over well for me (though in art I could zyrox fine.) Don't worry too much about it hun.. Keep up your work =3 This would be one hell of a custom, that's for sure.
Man, i want to thank you again for making this ;) The animation look amazing so far! My only complaint is the jumping animation wich i think can be improved a little . I think her right elbow need to go a little farther (closer to her butt), she should bends her back a little bit more. Is that make any sense ? I hope it does !
Anyway,thanks agian and keep up your wonderful job!
Quote from: Dragoon Fighter on June 16, 2011, 06:43:45 PM
Is there a texture/model/import of chun-li over samus, looks cool though.
No, but i think it would be menditory now. Maybe by somehow editing Aafyre's Haruhi Suzumiya vertex :
(http://a.imageshack.us/img259/1874/haruhin.jpg)
I think they look pretty similar to be honnest ! It need a vertex for the legs,the hair and the clothing but i think that it is a good base (mainly the face, love that anime face ;))
^Yw, ill probably make another animation either 2nite or 2moro. Havent been updating cause im busy so dont worry, its not dead.
Thanks jeebus this isn't dead. My roster has no place for peach. But Chun-Li will do nicely xD
Your animations look nice indeed. Can't wait for the finished project.
Is it to much to ask for a progress report? Maybe an early beta? >_>;
Quote from: SonicUnderground316 on August 14, 2011, 08:43:09 PM
No pressure or anything but are you sure this project isn't dead! I don't want to push you or sound impatient because i know you're doing that for fun and i can understand if your busy with other things but it's been over a mount (or at least feel like it) and still no update. If you quit the project (or hacking in general) i can understand but i would love to know thank you.
Dude, CptN CeeGee hasn't posted in almost 2 months. There was NO point in posting here. If there were updates, CptN CeeGee would've posted them himself.
Captain is working on other things right now. Learning new coding, and stuff. Recently made an tetris game for a small project. I'll try to get in contact to see if he's still working on this project or not.