Make Idle actor come alive using animation
nporima
Member, PRO Posts: 27
Hey guys, I have an actor(hero) in idle state (standing still) and breathing slowly. I have created about 30 frames of the actor breathing and I now want to add different facial expressions such as blinking, smiling, angry, sad, etc to the actor while in the breathing animated state. This is an interactive game where the user interacts with the hero in the game. The various facial expressions of the hero are used depending on the result produced by the user such as the "angry" face when the user does something silly and makes the hero angry; the "smiling" face if the user does something nice; the "confused" face when the hero is confused and so on. While the breathing is constant (up and down motion), the blinking eyes are random and the facial expressions are activated when the user plays the game to produce certain results.
My problem is trying to apply the facial expressions plus random blinking eyes to a breathing (moving) hero.
Animating the facial expressions and blinking of the hero when not breathing is not a problem as all images + picture of the hero are of the same size. I can easily replace any image in the sequence with any facial expression to obtain the best animation. However when the hero is breathing, the picture size of the hero varies while the image size remain constant. This then makes it difficult to replace any image in the sequence as replacing the correct frame has to be exact to avoid sudden or odd movements in the animation.
As I'm a rookie with gamesalad, any advice would be much appreciated.
Thanks
My problem is trying to apply the facial expressions plus random blinking eyes to a breathing (moving) hero.
Animating the facial expressions and blinking of the hero when not breathing is not a problem as all images + picture of the hero are of the same size. I can easily replace any image in the sequence with any facial expression to obtain the best animation. However when the hero is breathing, the picture size of the hero varies while the image size remain constant. This then makes it difficult to replace any image in the sequence as replacing the correct frame has to be exact to avoid sudden or odd movements in the animation.
As I'm a rookie with gamesalad, any advice would be much appreciated.
Thanks
Comments
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If you Google animate image actor size gamesalad there are some good resources including these:
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If your actor size and image size remains the same, rather than changing, this is trivial to do, a changing actor or image size makes everything you will do with the character tricky.
A way to do this would be to create new animations where that the head remains stable (as the actor breathes). Then you can superimpose an actor over the head area. That 'head' actor can then change facial expressions. (And perhaps make slight movements that are independent of the rest of the body.)
Hold on, I'll dig out an example . . . .
Just found a perfect example, It's even got the sine drawn on it.
As @Socks shows, the head a running (or walking) human form does indeed move up and down rhythmically. To include facial features on a running actor will require a bit more finesse.
By increasing the number of frames to 30 in the animation I could produce a more natural breathing pattern rather than the jerky movements of many characters evident in many games. Although I was able to include the blinking eyes in the same sequence, it just doesn't look natural. Ditto with the facial expressions.
So basically, I think that if one analyses the issue further, one is faced with a moving target (hero breathing), an animation sequence for the breathing, another animation sequence for the blinking, another for each different facial expression. The idea then is to combine everything and end up with the hero breathing and blinking naturally while expressing various facial features naturally in response to the users various game inputs.
I’ve tried combing all the sequences into one single sequence but it just looks robotic, predictable and artificial. It also doesn’t work well when using timers to try and run all animations in a seamless manner because it’s like trying to hit a moving target with a dart from 100 feet away.
Thunder_Child mentioned timing which I’ve already looked at but will need to do more testing and experimentation.
In response to Socks comments, yes the animation works well like your running animation but only if the hero is static or not breathing but that would defeat what I’m trying to achieve.
Sorry Socks, I should’ve mentioned at the start that the actor (hero) is not a human being but will in future game versions grow legs, arms, ears etc.
I think RThurman has hit the nail on the head as to what I’m trying to achieve. So with that being said, does anyone have any more ideas as I’ve tried everything within my capabilities?
Cheers
Sorry about the comment re your running animation as I didn't have time to test your method out but will definitely do so. Had a quick look at the fast frame swaps, it looks promising.
Cheers