Jump to content

  • Log In with Google      Sign In   
  • Create Account

We need your feedback on a survey! Each completed response supports our community and gives you a chance to win a $25 Amazon gift card!


#Actualsunandshadow

Posted 12 June 2013 - 07:41 AM

Dofus, and presumably Wakfu, are actually 2D vector art, not 3D.  Certainly you could accomplish the same thing with 3D.  But the way vector art equipment is made for an isometric game is that one versions of the equipment is drawn (over an example character) for each of the two diagonal sprite directions (away/up and toward/down).  Then either a sprite sheet workflow can be used or a bone animation workflow can be used.  Dofus, as a Flash game, used bone animation afaik.  In either case the image of the gear is positioned correctly on top of the example character for each animation frame of key frame.  If necessary the lines of the vector image can easily be tweaked a little to fit a particular frame or movement.  But it is not re-drawn.  Then, the positioning that has been established for the example character is compared to other characters (rather, an example of each race, gender, and class), to see if it still works.  If a change is necessary, a second copy of the gear animation is made for that race or gender or class or whatever.  Once the positioning and animation for a type of clothing, e.g. a cloak, has been established for all character types, it can usually be copied for all new cloaks.  Similarly, once a tassel has been animated it can be used in a variety of places, like on top of a helmet or on shoulders of armor or as part of an animated background involving tasseled furniture or tents.


#1sunandshadow

Posted 12 June 2013 - 07:39 AM

Dofus, and presumably Wakfu, are actually 2D vector art, not 3D.  Certainly you could accomplish the same thing with 3D.  But the way vector art equipment is made for an isometric game is that one versions of the equipment is drawn (over an example character) for each of the two diagonal sprite directions (away/up and toward/down).  Then either a sprite sheet workflow can be used or a bone animation workflow can be used.  In either case the image of the gear is positioned correctly on top of the example character for each animation frame of key frame.  If necessary the lines of the vector image can easily be tweaked a little to fit a particular frame or movement.  But it is not re-drawn.  Then, the positioning that has been established for the example character is compared to other characters (rather, an example of each race, gender, and class), to see if it still works.  If a change is necessary, a second copy of the gear animation is made for that race or gender or class or whatever.  Once the positioning and animation for a type of clothing, e.g. a cloak, has been established for all character types, it can usually be copied for all new cloaks.  Similarly, once a tassel has been animated it can be used in a variety of places, like on top of a helmet or on shoulders of armor or as part of an animated background involving tasseled furniture or tents.


PARTNERS