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StyrbjornAndersson β€” Sprite Animation Tutorial

Published: 2014-01-19 15:21:45 +0000 UTC; Views: 7807; Favourites: 138; Downloads: 90
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Description This is a very short tutorial showing how I created the "idle" animation for a video game character I made. The tutorial is also posted on my website, www.declared.se .


The reason for splitting the animation into separate layers is to make it possible to switch hairstyles and clothing at a later stage (which will possibly even part of the gameplay).Β 


The complete animation can be seen here:Β 

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Comments: 8

iamroky [2018-09-12 21:24:59 +0000 UTC]

Could you give a few suggestions how to color a series of sprites?

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Rhopunzel [2014-01-21 16:05:45 +0000 UTC]

The process you described is called keyframing, not tweening. Tweening is moving a static object.

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StyrbjornAndersson In reply to Rhopunzel [2014-01-21 18:38:42 +0000 UTC]

Keyframing is the process of defining the properties of an object (such as size, color, position, rotation and such) at a certain point on a timeline. By creating a set of such keyframes you can define the basics of your animation. Tweening, on the other hand, is the process of generating frames (automatically or otherwise) between these keyframes to a point where the animation appears smooth. Moving a static object between one keyframe to another can, as you point out, be done by tweening, but the concept is not limited to static objects only. Tweening can also refer to the process of morphing (by shape and/or color) one object into another, which is pretty much what I do by inserting extra frames in this tutorial.

Sources:
documentation.apple.com/en/mot…
animation.about.com/od/glossar…

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Rhopunzel In reply to StyrbjornAndersson [2014-01-21 18:55:54 +0000 UTC]

Maybe that's their definition to the letter, but almost every animator I work with refers to keyframing for complex frame by frame animation and tweens for more simple basic movement to distinguish the two.

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StyrbjornAndersson In reply to Rhopunzel [2014-01-21 19:05:38 +0000 UTC]

I see. Put boldly - if I jump in commenting on someone elses work, claiming that what they say is in some way wrong, I'd make sure first that what I have to say has real substance. This should be especially true for someone that works professionally in a field (like you - I really like Starbound, by the way ). Personally I am apt enough to check stuff like this by googling, but others might take the words from a professional artist as fact without question, which is problematic if what the professional says is in fact questionable.

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Rhopunzel In reply to StyrbjornAndersson [2014-01-21 19:09:52 +0000 UTC]

Good for you.

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JesterPupkin [2014-01-20 08:15:46 +0000 UTC]

Really helpful thanks

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StyrbjornAndersson In reply to JesterPupkin [2014-01-20 08:17:51 +0000 UTC]

I am glad you liked itΒ Β 

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