Devon
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Well, you need to decide what size and how many frames your characters are going to have. Then you have to create an image with the correct number and size of frames, plus a one pixel border between each frame.
Then you have to create a MAK file that describes the character and compile with chrmak or chrmak16.
I would recommend going to
http://members.home.net/thespeedbump/
and downloading Speed Bump's Sully Pi. Take a look at bob.pcx and bob.mak included to get a better idea.
-Devon
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Square's making money.
We're making art.
Posted on 2000-12-19 16:22:07
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stevenmarine
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There's a whole zen to it.
Here's the outline of the mechanical school of charmaking:
If it's human, (or anthropomorphic) start with a walking toward (south) frame. if it's long, or mechanical, start vwith the horizontal frames. this way, you avoid proportion warping.
Always start with things that tilt. This could be feet, legs, or arms, or swinging robot limbs. if something remains level, don't draw it in until you've animated swinging things.
Tie the swinging things together with solid things. Think chest, waist, and shoulders for humans (or anthropomorphics), and underbelly, core, and vehicle for other stuff. Test them for the desired proportion, erase solid stuff, and move them about if needed.
Than, draw the solid things that bob, then cut and paste someplace. than, draw everything that doesn't bob on.
paste the bobbing things on, so that they bob appropriatley. than repeat in the same way for the other directions.
If you were talking about technical stuff, use chared, until editchar is finished, or just use editchar now.
hope that helps!
"If you want to destroy my sweater,
*Oe,oe,oh*
pull this thread, as I walk away..."
Posted on 2000-12-20 20:58:46
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