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#ActualAerin

Posted 23 July 2012 - 06:29 PM

Are you planning on using a 2D perspective for these characters? The camera always being fixed, but character appear to move in 3 dimensions?

If this is so and whatever you're planning on using these for should either be rendered in a 3D environment as 3D objects or rendered in a 2D/3D environment with a fixed camera and a sprite sheet which is composed of a sequence of images that play a loop that make the character's look like they're moving. This method is similar to traditional 2D animation but there are a few ways I know you can achieve this.

Hand drawing these characters and their assets can be time consuming unless you build preset body parts that can be added and removed per frame of animation. Clothes would be done the same way. Both the character, and any clothes or objects will need front, and side perspectives, or full 360 perspectives drawn for each character or object. Unless an animation has been tweened. Tweening can be useful for generating frames in between movements, but is mostly effective in 3D applications.

Now instead of drawing each by hand, you can create 3D models of characters, objects, clothes, environments, anything....

3D objects, once finished can be manipulated to any degree with near limitless customization. The same principle applies to hand drawn characters and objects, the only difference being that characters, clothes, and objects are rendered objects but are still 2D images that can be used in creating a sequence of images that can then be used as a sprite sheet.

I'd recommend using 3D. You can rig models and pose them however you like. Images can be rendered out to any size. Models can be adjusted to look north, east, west, south, N/E,N/W, S/E,S/W (North East for example) and will retain their shape perfectly without the need to redraw shapes that were erased when repositioning a character or object in 2D.

#1Aerin

Posted 23 July 2012 - 06:27 PM

Are you planning on using a 2D perspective for these characters? The camera always being fixed, but character appear to move in 3 dimensions?

If this is so and whatever you're planning on using these for should either be rendered in a 3D environment as 3D objects or rendered in a 2D/3D environment with a fixed camera and a sprite sheet which is composed of a sequence of images that play a loop that make the character's look like they're moving. This method is similar to traditional 2D animation but there are a few ways I know you can achieve this.

Hand drawing these characters and their assets can be time consuming unless you build preset body parts that can be added and removed per frame of animation. Clothes would be done the same way. Both the character, and any clothes or objects will need front, and side perspectives, or full 360 perspectives drawn for each character or object. Unless an animation has been tweened. Tweening can be useful for generating frames in between movements, but is mostly effective in 3D applications.

Now instead of drawing each by hand, you can create 3D models of characters, objects, clothes, environments, anything....

3D objects, once finished can be manipulated to any degree with near limitless customization. The same principle applies to hand drawn characters and objects, the only difference being that characters, clothes, and objects are rendered objects but are still 2D images that can be used in creating a sequence of images that can then be used as a sprite sheet.

I'd recommend using 3D. You can rig models and pose them however you like. Images can be rendered out to any size. Models can be adjusted to look north, east, west, south, N/E,N/W, S/E,S/W (North East for example) and will retain their shape perfectly.

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