Mortal Kombat HD Remix with MUGEN

Oh my bad, I counted 1 tic less for each frame.

I changed the timing now, good eye.



[edit]

I think that's it, I'll move to another animation now.

The head swings a little more, the timing on the arms is offset from the body slightly. The breathing is changed also, inhale when moving up, exhale when moving down. Each key frame was moved up one tic on the timeline.





You can see the sprites larger on my site, photobucket shrinks them if the file size is too large.

http://gabrielmelendez.weebly.com/johnny-cage.html
 
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30fps as long as we can get away with it, can be more or less for some animations. The idea is to keep it smooth with minimal frames.

I'm rendering almost everything at 30fps.
 
Oh my bad, I counted 1 tic less for each frame.

I changed the timing now, good eye.



[edit]

I think that's it, I'll move to another animation now.

The head swings a little more, the timing on the arms is offset from the body slightly. The breathing is changed also, inhale when moving up, exhale when moving down. Each key frame was moved up one tic on the timeline.





You can see the sprites larger on my site, photobucket shrinks them if the file size is too large.

http://gabrielmelendez.weebly.com/johnny-cage.html


Cage is amazing, nice work !!!!!!!!
 
good morning everyone, finally I got something I can show, first try at liu's fight stance with hair and cloth dynamics, I know cloth and skin are intersecting but I did all I've learned to fix that and haven't fix it yet, also I'll paint that part of the skin in black so at the end it won't be seen in the final render...

here is the donwload link, remember to play it and enable loop.


http://freakshare.com/files/tg1ow2q8/_scene.avi.html

:)
 
The improvements never cease to amaze me arq. Really nice job at first glance. I think Bleed can add more useful criticism here than I can. It looks good but the front foot is deforming strangely (it isn't super noticeable). The secondary motion of the hair and cloth is really fantastic and helps to sell the animation better.




good morning everyone, finally I got something I can show, first try at liu's fight stance with hair and cloth dynamics, I know cloth and skin are intersecting but I did all I've learned to fix that and haven't fix it yet, also I'll paint that part of the skin in black so at the end it won't be seen in the final render...

here is the donwload link, remember to play it and enable loop.


http://freakshare.com/files/tg1ow2q8/_scene.avi.html

:)
 
The improvements never cease to amaze me arq. Really nice job at first glance. I think Bleed can add more useful criticism here than I can. It looks good but the front foot is deforming strangely (it isn't super noticeable). The secondary motion of the hair and cloth is really fantastic and helps to sell the animation better.

thanks a lot cal, I realized about the foot too, but either ways I wanted to share so I can fix that and what you guys say at the same time, can't wait to see what bleed's gotta say
 
No worries, man. Freakshare just isn't very downloader friendly what with all the timer waits and captchas. Mediafire is free and doesn't have that stuff in my experience.
 
Here's the mirror: http://www.mediafire.com/?popir4559xnvvks

good morning everyone, finally I got something I can show, first try at liu's fight stance with hair and cloth dynamics, I know cloth and skin are intersecting but I did all I've learned to fix that and haven't fix it yet, also I'll paint that part of the skin in black so at the end it won't be seen in the final render...

here is the donwload link, remember to play it and enable loop.


http://freakshare.com/files/tg1ow2q8/_scene.avi.html

:)
 
Oh my bad, I counted 1 tic less for each frame.

I changed the timing now, good eye.



[edit]

I think that's it, I'll move to another animation now.

The head swings a little more, the timing on the arms is offset from the body slightly. The breathing is changed also, inhale when moving up, exhale when moving down. Each key frame was moved up one tic on the timeline.





You can see the sprites larger on my site, photobucket shrinks them if the file size is too large.

http://gabrielmelendez.weebly.com/johnny-cage.html

Really nice!

I noticed something, though, after looking at the original cage:

His head move a little bit sideways, left and right.
His upper arm is longer and his forearm is shorter.
His wristband has those metalic pins, but in your render is kind of gray only.

But those are minor things, it's already great as it is.
 
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Guy Johnny Cage was incredible really fantastic, congratulations on the work bleed. I hope one day arrive at this level. Arq, the Liu Kang that you did this ever better continue as well. As for me, I made some corrections to the Sonya, but there are still other corrections to be made. At the time I put the skeleton of Sonya to test their positions, in brief i pose new images even more.BONE SONYA.png
 
Nice update arq, let's see now.

ok, the animation looks a bit slow in comparison to the game.

Every key frame lasts for 6 tics, so Key frame, 2,3,4,5,6,Key frame,2,3,4,5,6, key frame....

The Key frames are where you actually make the pose to begin with, blocking it out. Maybe you don't need every single key pose, depends on the animation.

I try to get as far as I can with that first, not adding extra frames in the tweening gaps unless it's unavoidable. The less frames you have the easier it is to work with, less confusing

I work with max set to 60 fps on the timeline and render the animation at 30 fps by limiting the render option to every other frame.



Right now, from what I see in your animation, I'd fix the timing first.

Next focus your attention to different parts of the original sprite animation vs yours, tunnel vision.

If I focus on the hips, I notice that he should be moving forward and back more.

His body is sort of arching like a C, you have it too straight.

When he moves his Left arm back, he arches his spine side ways a little.

His Left foot may need a key frame removed to fix that wiggle, or you need to straighten out the motion curve.

The Right arm looks like it should twist in and out a little, look at his hand. Same with his Left arm, his hand rotates.

Keep looking at different areas, the hands, the head, etc. Imagine a rubber tube, whip or a bouncing ball to get an idea of how to get rid of the stiffness in the arms and head.

You can act the movement and feel the difference also.

Make sure to use the motion curves to fix your in and out timing, and control the trajectory.

The Left foot for example, It may be an extra key frame or it could be that the motion curve is too loose / arching too much.


The shoulders are blending too much with the traps, you may need to edit the mesh a little.
 
Nice update arq, let's see now.

ok, the animation looks a bit slow in comparison to the game.

Every key frame lasts for 6 tics, so Key frame, 2,3,4,5,6,Key frame,2,3,4,5,6, key frame[/


Wow that's what I can call a big message to me!!! You got a good eye with animations. You know, there are some things I just don't think that will work for me, cause if the animation is KEYFRAME,2,3,4,5,6KEYFRAME I think I won't get the time right, I know he is bouncing kind of slow but I got keyframes every 5 frames if I'm not wrong, I haven't touch the curves since I don't know what they do... My bad, but I think I will have to redo the fighting stance cause to me is harder to fix all this thing than making a new one, but we learn from mistakes and I know with this advises I think liu's animation will be much better.


Thanks for taking the time to give bleed
 
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