- Joined
- Jun 21, 2019
- Messages
- 3
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- 0
- First Language
- English
- Primarily Uses
- RMVXA
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 )
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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