Animation Editor Vs Battle Editor

obituaryaar

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I am in need of help at the moment.
To speed up production of animation, I angle the animations by meticulously changing the zoom and the angle to make some pseudo-breakdown poses instead of re-drawing key frames. The angle would change the direction to add some sort of follow-through, and the zoom would (sometimes) negate the warping and the size change to the sprite.
A method I started to develop further (possibly invented by another person).
It worked for the most part in the Animation editor.

However.
In the battle editor, rather than following all of the rules of the animation editor, like warping when an angle is changed, it actually executes the angles perfectly, without
severe warping (un-phased by the zoom change?), causing the the sprites body to align with the feet, causing them to be at different levels with each other or warped. This nullified all the experimentation I've been making in the animator and contrasts so heavily to the results shown in the editor, that there must be certainly a problem between the animation editor and the battle editor.
Even without plugins, the results between the two previews strikingly differ.

With the examples provided as evidence, I ask for help to solve this issue to find out if its a fixable RPG Maker problem.
I understand that just not messing about and drawing each frame is an option however when I've dedicated to much time to further developing a method like this, I feel like when I run into my first wall I shouldn't call it quits yet. I have wondered if it's the scaling, the plugins, or something causing the two editors to differ so severely.

I apologize for the poor quality of the mp4s, however, in the first one I can guarantee the feet do not stray from the line given. They are perfectly planted in place and do not shift about, the legs move as it should.

Image 1: In editor, feet are aligned, warped, but not a distraction, flows well.
Angle corresponds to which direction it moves. (1 degree = left, 359 = right)
( https://gyazo.com/1716d6a4dcec0d000e5d6c147b185b75 )
Image 2: In battle, feet are misaligned, feet dive in and warped, body moves in a crescent motion.
( https://gyazo.com/aa62f5261b1009397acbdf713c783aa7 )
 

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Kes

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You speak about plugins and mp4s. Just checking that you are doing this in Ace and not MV.
 
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Andar

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Your main problem most likely comes from taking the "position" setting of the animation screen literally. But no computer can analyse a pictore for its components (at least not without specific software and hardware that goes far beyond most people).

"feet" for the animation actually means bottom end of the picture, "head" means top end of the picture and so on.
Now compare some of the default pictures, for example actor1_4, actor1_5 and actor3_5.
In actor 3-5 the hand is actually lower than the feet due to the stance - but the computer doesn't know that, so it will align the animation to the finger tips if you position it at "feet". So if you pixel-define it at actor3-5's actual feet, it is a good bit above the bottom picture end.
Now play the same animation on actor1_4, which has the feet perfectly at the bottom end and the animation will play quite a bit higher.

And that completely ignores battler pictures like actor1_5, where the shadow is at the bottom end of the picture with transparent pixels to spare. You will not get an animation that is fit to the bottom of the picture aligned to feets there.

There are a few other effects in play here as well, but that is the biggest problem - if you really want to make your animations fitting there, then you need to edit the battler pictures to all have their feet at the same height (preferably at bottom, but that will mean you can't have shadows unless it is to display flying creatures).
 

obituaryaar

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To Kes,
Yes I use Ace. MP4's refer to the gyazo links.

To Andar,
I thank you for providing me with such valuable information, I will be using this info to figure this out.
I am very grateful that you took the time to help me out here.
 

obituaryaar

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Your main problem most likely comes from taking the "position" setting of the animation screen literally. But no computer can analyse a pictore for its components (at least not without specific software and hardware that goes far beyond most people).

"feet" for the animation actually means bottom end of the picture, "head" means top end of the picture and so on.
Now compare some of the default pictures, for example actor1_4, actor1_5 and actor3_5.
In actor 3-5 the hand is actually lower than the feet due to the stance - but the computer doesn't know that, so it will align the animation to the finger tips if you position it at "feet". So if you pixel-define it at actor3-5's actual feet, it is a good bit above the bottom picture end.
Now play the same animation on actor1_4, which has the feet perfectly at the bottom end and the animation will play quite a bit higher.

And that completely ignores battler pictures like actor1_5, where the shadow is at the bottom end of the picture with transparent pixels to spare. You will not get an animation that is fit to the bottom of the picture aligned to feets there.

There are a few other effects in play here as well, but that is the biggest problem - if you really want to make your animations fitting there, then you need to edit the battler pictures to all have their feet at the same height (preferably at bottom, but that will mean you can't have shadows unless it is to display flying creatures).
Ah, it seems finally I fully understand that this is relating to the actual battler itself.
I'm actually referring not to the default actors/battlers literally; but the man in the top hat and gun.
His feet are misaligned in the battle editor.
However, in the animation screen preview, the feet are on the "line" without clipping through or going out of its bounds below.
The fact that it seems to be so visually divided I don't know if I can work on angling small sprites.
The reason I want to angle is because it increases how efficient I can make smooth animations without drawing key frames manually.

Tldr; It seems either I am really bad at explaining or you misread, but I am speaking about the animation. Its an attack/skill, and the alignment is different between the battle scene editor and the preview in the animation screen.
 

KK20

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*scratches head*
Isn't the contrast due to the animation editor being "smaller" and, thus, does not give you an accurate representation of what you will see in-game (i.e. at normal size)?

The differences in the feet is like 1 pixel which doesn't render in the animation editor (because it's smaller).
 

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