Comments: 12
WeaponTheory [2016-12-27 05:43:02 +0000 UTC]
Animated
fav.me/dat4qmw
Also, near your character's hip, where the white is? You need to border it for the rest of the frames that's not closed off, so that ripping goes smoothly.
For example, look at the first frame. It's fine. Then compare it to frame 2, do you see that it's missing a gray pixel block in comparison?
And there's more sprite frames with that issue btw. The end results is what you can see in the animation provided. Do you see that the background appears on his hip? That's what happens.
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Kakarotho In reply to WeaponTheory [2016-12-27 15:46:26 +0000 UTC]
Uploaded a new file with some corrections
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Kakarotho In reply to WeaponTheory [2016-12-27 12:55:29 +0000 UTC]
Hey thanks a lot man, I really really appreciate it!
About the white pixels; I didn't know the background wouldn't be white (it's pink instead), but it isn't completely see-through, as there are more white pixels in those frames, but the pink background isn't visible in most cases. It's just the ones that aren't boxed in on all sides. I didn't anticipate that since I'm not familiar with the programme you're using. It's an easy fix though, no worries. That's why I asked: couldn't test it myself
Why is he moving faster than the original Baraka animation is? Can you adjust the speed and make him "breathe" slower? Just curious about that, so don't bother doing that, untill I edit these frames. I'll let you know when they're better.
How long did that take you by the way? I wish I could do it myself, don't mean to bother you guys, but again, I'm glad for the help. I can see now where the animation is working, and where I need to improve it. The static lower torso is too noticable, I was affraid that might be the case. Any suggestions as to how to improve that, since MK1 Shang Tsung's stance is basically just one frame hovering around a bit. Adjusting the outline isn't a problem, but to go in and change the shadows and wrinkles in there would be pretty damn difficult. It's a shame, cause I really like that lower torso on the character here.
Anyway, I'll see if I can improve some of these frames, maybe adjust some things, and I'll simply switch this file for any new one I come up with. Again, thanks for the help and the advice, WT!
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Kakarotho In reply to WeaponTheory [2016-12-27 21:20:51 +0000 UTC]
Yeah it's totally pink. I'm talking about the file you uploaded to your gallery. Adrianogt's version's also pink. Checked it on my Phone as well: they're pink. I don't know, is it supposed to be white? Wait, how do you know about the see-through pixels if the background is white? That shouldn't be possible, it's only possible to notice that if the background isn't white. Anyway, it doesn't matter, it was just to test it out and see how it looked like.
Speed too isn't a problem, I just noticed it was much faster, and wasn't sure if that's something you could adjust or if it's a standard setting. Hadn't thought about the frames per second, I guess you have to figure that out on your own.
About MK1 Shang Tsung.. isn't there some mugen game out there that has him as a playable character, with his own moveset? His sprites on MKW are very limitied. I do have some ideas for editing some motion in them, but I think that will take some time and not sure if it's even worth it. I picked quite a shitty sprite to work with as a first attempt at an animated sequence :/ maybe I'll just start working on another character instead..
At any rate, again: merci beaucoup, I really appreciate your help
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WeaponTheory In reply to Kakarotho [2016-12-28 01:51:42 +0000 UTC]
Oooooh! We made it that color on purpose.
When I rip Mortal Kombat 3/Ultimate sprites, I set the background code from Black to Purplish Pink. It prevents background complications with the sprites. For example, ripping a ninja or Stryker from a black background? Bye bye legs. And for characters like Jax, Mileena and Sindel, I change it to Dark Blue instead just in case.
Also, in my opinion, the purplish pink is easy on the eyes so you can see the details on a sprite since no other color usually comes close to it. I think that's these two things are the universal reason why most sprite rippers/artist use this kind of color.
It's like with the situation I told you earlier. Because the white clothing article is also the same color as the white background, with the lack of "border separation". The picture editing program associated them both being one thing when I make the sprite have a transparent background for my animation.
And yes, there's a M.U.G.E.N. game with a revamped MK1 Shang Tsung. No floating, he's actually standing. The one I'm aware of is called Mortal Kombat Trilogy X
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Kakarotho In reply to WeaponTheory [2016-12-28 02:25:43 +0000 UTC]
That's actually a problem for some characters at MKW. The UMK3 ninja sprites for example, if you copy-paste them, they have a black backdrop, but it's the exact same tone of black as the black in their outfits. So when you change the background color (to any other color), then half of the sprite vanishes. I really hate that. I have to try and draw some outline to their bodies myself. Luckily not all sprites have that problem. I would actually prefer that candy pink color on MKW, as there's unlikely any sprite on the site that has that exact same color in 'm.
Boxing in white pixels isn't ideal either. I mean you can use an extremely light shade instead of the white, but you do lose some detail of the original frame. I guess that's not really all that problematic, but sometimes I prefer to leave it as it is (with the white pixel right on the outline "touching" whatever is behind the character). So I usually copy a sprite from MKW, paste it in Paint, with the black background, draw a big square in whatever color stands out on that particular sprite and move the MKW sprite over it, with the transparant option enabled. Any white pixel in the frame then gets the color of the background, bright green for example. Then make the black backdrop white, and when I'm done with the character, simply swap every bright green pixel for a white one with the eraser. That way, the image remains as it was in the game, with white pixels still on the outline. If I copy paste the character unto an arena for example, I'll leave the bright green pixels in and swap them back to white after placing the sprite on to the arena. I've never had any problems with border seperation as such. But that's for still-frames, I'm not sure if that would work for animations in-game
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WeaponTheory In reply to Kakarotho [2016-12-28 06:02:35 +0000 UTC]
Do not copy and paste sprites from the website.
Save the image instead and open it from your download folder.
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adrianogt In reply to Kakarotho [2016-12-27 16:09:47 +0000 UTC]
1 - Each sprite must be cut into an image... therefore, 10 sprites
2 - make sure that the overlapping images are in the same position
2.1 - In the windows photo viewer itself, you can check for errors... passing sprite by sprite
for gif image:
3 - Try using this tool online .... it's simple and easy:
gifcreator.me/
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adrianogt In reply to WeaponTheory [2016-12-27 09:31:46 +0000 UTC]
thank you for gif, WeaponTheory
Kakarotho, I agree with WT ... the problems are punctual, they should be easy to solve.
I would put movements below the waist because it is very static.
As first animation, this is good .... and the concept is cool
good luck and sucess
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LeandroTM [2016-12-27 04:45:25 +0000 UTC]
Good work!
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