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This week I continued working on the logger animations. I started out with working on the walk animations, with the one facing the viewer being worked on first.
Using the same technique as last week, that is I used the lasso tool in photoshop to select the left foot, and moved it slightly toward the viewer, then redrew the ankle and thigh so that it connected to the foot feasibly, after which i moved the right foot slightly away from the viewer and redrew parts of the leg to make it look feasible, including adding a hard line for the knee, and then copy the layer to continue the movement until reversed so that the right foot was moving towards and eventually away from the viewer.
I then moved the arms in an opposing loop, using the same technique , to create a sense of the character balancing themselves, so that the movement feels more realistic.
The animation of the character moving away from the player was made in the exact way as the one moving towards, just with another base image.
 
Secondly I worked on the attack animations that are turned towards and away from the player. I started with the one facing away from the player.
Unlike with the walk animations, where I simply modified existing limbs, Started by erasing the original arms and drew my own, and also a new ax. I copied the arms and ax to a new frame, used the transform tool to make them move logically, then redrew the arms so that they did not cover the hood and then redrew the perspective of the axe and hands. I repeated the process , erasing the and redrawing the arms so that they were logically ending up on the right side of the character.
After the animation was finished the ax was not looking like it had depth between it and the logger. To fix it, I added a shadow so that it looked like the movement actually happened on the z axis. This subtle change actually made a huge difference, and I recommend to remember this for future reference.
For the animation facing the viewer I started by drawing the outstretched arms holding the ax above the loggers head, and proceeded to copy the arms for a new frame, used transform to move the arms and ax to the next position, redrawing ax and hands to keep the perspective, and repeating the process until the animation was finished. However, when looking at the final animation, the arms looked very jointless and spaghetti like, so what I did was to make the joints more hard and defined.
All in all, this week I have mainly kept on practicing animation, but will also do some level design after this post goes up.

About Pontus Hassis
2014 Graphics
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