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Kryzon

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About Kryzon

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    3D Animator
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  1. Kryzon

    Help on how to paint tiles in realtime?

    Oh that's cool, I didn't know about that. I see it's for Photoshop CC and up. So leave the Smart Object approach for when you're using pre-CC.
  2. Kryzon

    Question: 2D art animation software

    OpenToonz is open-source free and there's some learning material around, it's decent. Bone-style animation also has another name -- if you look for "cut-out animation software" you'll find other programs. But if you "got voted" the art person (instead of volunteering for it) then maybe it's not going to be very enjoyable for you?
  3. Kryzon

    Help on how to paint tiles in realtime?

    I second Gezus's. Krita's wrap mode is awesome. I think the only thing closer to it in Photoshop might be to use duplicates of a single Smart Object, arranged on a grid (so they tile along the canvas). Then you edit the Smart Object in a separate document (read up on how to edit a Smart Object, it's straightforward), and then when you save the Smart Object document it will update all the copies on that grid document so you can see how they tile. There might be other ways, like using an Action that you recorded.
  4. Kryzon

    A question about coloring grayscale game sprites

    What makes me think it's some sort of mapping (mapping a scalar to RGB) is that the difference in red is bigger than the difference in gray. That big a color change with that little a grayscale change can be achieved by a lookup table with steep changes.
  5. Kryzon

    A question about coloring grayscale game sprites

    I don't think the grayscale is being used for blending. I think it's being used for "gradient mapping", also known as colourising with a look-up-table. There's some theory in here: http://www.imagemagick.org/Usage/color_mods/#clut
  6. If you're having too much trouble at this stage then maybe leave the colouring for later. Worry about form and silhouette first, you can sketch just the outlines of the flames (using pencil & paper, or directly with black pixels). Your flames look too symmetrical*, I'd try adding more chaos. * When compared with real fire, reference.
  7. Is it Illustrator CC? You might want to try Animate CC, also from Adobe. It used to be called Flash. Other animation software includes Harmony, Moho, Spine, Clip Paint Studio, OpenToonz, Synfig. The first one, Harmony, is used in several studios around the world. From all of those, I think Spine is the only one where you're supposed to import art and rig it, instead of having drawing tools already in the program.
  8. Kryzon

    teaching character design

    I wouldn't be that concerned with software. I mean, a professional character designer can take a pencil and paper and blow your mind. The drawing is IN them, no matter what medium they're using. The software in this case would just be a convenient interface for working digitally. If you (or your friend) want to make it only about the software, then be honest and say "this will be a program about digital art", not character design. In the execution stage there are some important things like semiotics, shape language, colour psychology. This is a funny example of why these things matter: http://www.dorkly.com/post/80428/overwatch-fan-shows-asked-mom-to-describe-all-the-heroes-its-good EDIT: on notable software, besides PS there's Clip Studio Paint.
  9. Kryzon

    teaching character design

    What is not being taught? You have not mentioned the RESEARCH step, like, at all. Separate the process of "character design" -- whether it's for games or linear media (TV, film) -- into two stages: concept and execution. The research is part of the concept stage, including having a story for the character, their profile, the world and culture they're a part of etc. You can go as deep as you can. Depth and richness is good. The execution stage involves making a visual representation of the character: their model (in the 2D sense), like a turn-around sheet and an action sheet (that image of them making several expressions and emotions, so everyone on the team can get a feel of the character and know how to stay in-model).
  10. Kryzon

    Why do quaternion look-at's flip?

    Changing the "rotation mode" in Blender (with all the different permutations of Euler axes, as well as a quaternion mode) leads to visually different results in the aim constraints, so now I have more room for experimentation. Thanks again for the help.
  11. Kryzon

    2D Climb Wall Question

    I apologize for the font of Heading 2 size on my post... the post editor for this forum on mobile sucks
  12. Kryzon

    Why do quaternion look-at's flip?

    This is interesting. Are you saying that there's an order of Euler angles that can let you roll a bone along its length axis, without changing the aim? (I remember this happening before)
  13. Kryzon

    Why do quaternion look-at's flip?

    Thanks for all the info guys, I'm going through it right now. I like this statement from that "Quaternion help" thread: "you also need an up vector or else you have infinite number of solutions." That makes sense! From that game engine clip, when the target goes near the up-axis of the source, the source must have trouble aligning its up vector with the world up vector. In case of aim constraints (for 3D rigs and animation) the Maya docs recommend animating the up vector of the source object. Maybe this can be done with a driven expression -- changing a property of an object based on the properties of other objects (such as how high or low the target is). - - - - - - The rig parts that need this aim constraint are the shoulders and thighs: ball-socket type joints with the possibility of roll. It's not simple to explain, but the way that real muscle masses and skin are deformed by bones, if you simply share the shoulder skin influence between the upper arm bone and the clavicle bone, the entire shoulder rolls along with the upper arm in a wrong way unlike real life. So a way to fix this is to use a helper bone that aims the elbow but keeps its up vector still, so you can get realistic twisting on the shoulder area (see how the upper arm can be subdivided in two bones, one for the shoulder and another for the upper arm roll): The downside of this method is that, because of the aim constraint, the shoulders do that up-vector fail when the arms are all the way up or down, (the twitch from that GIF on the first post).
  14. Kryzon

    2D Climb Wall Question

    I remember this from MUGEN, you had to set points called "axes" to let the engine know where's the pivot of each sprite frame while jumping, kicking etc. This way you can control how the sprite slides around its location, how it is offset when drawn. In case of a climb, for some frames you could place the axis on the character's hands so they stay still in place while the rest of the body moves as the character lifts themselves up. The sprite bitmap can be cropped \ trimmed out of all transparent pixels to save memory, since the axis point is abstract and you can do it in code, it's just an offset.
  15. Kryzon

    Why do quaternion look-at's flip?

    Hi @Scouting Ninja, thanks for looking into it. I think there's no slerp in there (I didn't write the code, but I took it from an old but good game engine to rule out any implementation errors). From what I understood the function takes the (world) source -> target vector and creates a quaternion from it, and then sets it as the (world) rotation of the source object, effectively making it point \ aim along the vector to the other object. But that twisting of the red and blue axes can be seen everywhere, not just in that engine (Blender's Track To and Damped Track, Maya's Aim constraint etc.). Now that I searched with different terms, it's briefly mentioned in Maya's docs: https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/CSCo-Prevent-rolling-effects-for-aim-constraints-htm.html I'm wondering if there isn't some space-conversion, hierarchy-arrangement or axis-switching trick to avoid this thing. Any help is appreciated.
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