Development Forum |
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How I did it (Centaur 101) | |
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Spykkie
  
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3/16/2013 | 5 |
So many people seem fascinated by my taur breeds that I thought I might as well explain how I did it!
It's really nothing revolutionary... I basically cheated. ![[nblush] [nblush]](/images/smilies/emot_blush.gif)
The Epic story of how Centaur norns came to be
Flawed basis:
The original plan was to have norns that walk with 4 horse legs by building the legs from the many sprites that go into their composition. This, however, turned out to be a headache starter and also much more code lacing then I could dare to look at... So I figured out a much easier way to do it.
Breedgeneer's note:
While I did figure out how to do it with all leg sprites, so they could theoretically walk and lay down normally, it didn't lend itself well to a horse's walk cycle. It would have resembled a camel's rather then a horse's.
Simplicity:
I bypassed the problem of animating several parts by making the horse body into one single solid block, legs and all.
Breedgeneer's note:
I did try to make the tail separate so that it could move, but the horse's butt is so far off the norn's actual body that it caused it to be in the negative numbers when the norn headed right. I tried it anyway to see how the att system would react to negative numbers...
Long story short: it didn't work.
Logical development:
I made the horse body a hip sprite so it would overlap the norn's body. That worked for heading right, heading left and facing. For the facing away, it didn't work. The hips are actually behind the body in that position causing the body of the norn to appear over the horse body. I had to set the horse's butt on the tail sprite instead.
Breedgeneer's note:
That's why, if they are crossbred and receive a foreign tail sprite, the horse body disappears when they face away.
Lively Animation:
Now, since i 'cheated' and used a single sprite in the hip position to achieve my desired goal; that meant I only had 4 sprites to make a horse walk. Walk cycles generally use a lot more then 4 images, so it was a bit difficult, but not impossible.
I searched online for things called time sheets; they are a series of images of an animal in action. I found some on horses and studied their leg positions when they walked. I knew i had to make them walk, because if they galloped then the centaurs would constantly be standing in strange leg positions. (Since I didn't have the luxury of an idle state.) It took a lot of adjusting to get the cycle to look right. I found that saving the sprites as jpgs and using a gif maker to artificially create the movement really helped in figuring out what needed adjusting.
I used this free web gif maker:
GifNinja.com
It has adjustable speed, which was a HUGE help, since my norns always seem to walk so fast!
Final note:
I think that's about it. Everything else was just hard work and my typical stubbornness... and of course help from Norngirl, who watched me stream my struggle with the Centaurs shading for bloody hours before I could get it right.
Many thanks again to norngirl for making the genomes for the breed, in-game sprite testing and making colourful starters.
Twitt Stuff
Insta Arts |
 Lollipop Lord
C-Rex
    

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3/17/2013 | |
Very interesting! How long did it take to make the sprites, and what program did you use? |

Spykkie
  
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3/17/2013 | |
Drawing the unshaded sprites took an hour or two; but shading the sprites properly and tweaking the poses took me a few days of trying on and off (couple hours a day). Once I figured out how to shade them properly I shaded one sprite every evening until they were all done. ![[heart] [heart]](/images/smilies/heart.gif)
I like to draw in photoshop. It's great for shading, but it tends to leave horrible black floating pixels everywhere which I had to deal with afterwards. ![[nlaugh] [nlaugh]](/images/smilies/emot_laugh.gif)
Twitt Stuff
Insta Arts |

Malkin
     Manager

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3/17/2013 | |
Thanks for letting us know how you did it!!! ![[ngrin] [ngrin]](/images/smilies/emot_grin.gif)
My TCR Norns |

Spykkie
  
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4/21/2013 | |
no problem Dropbear 
Anyone could have figured it out by looking at the sprites really; so I figured I might as well tell this epic tail for the ages. XD
Twitt Stuff
Insta Arts |

Spykkie
  
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4/21/2013 | |
If anyone ever works out how to give them separate tails, please let me know! I have other taur ideas that would be so much cooler with moving tails... :/
Twitt Stuff
Insta Arts |

Andrettin

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4/22/2013 | |
Did you try changing the ATTs of only the tail, or both of the tail and the body? |

Spykkie
  
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4/22/2013 | |
I've tried putting the tail in separately but it's location is off the body sprite by so much it caused glitches.. :/
Twitt Stuff
Insta Arts |

Andrettin

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4/22/2013 | |
I understood that part, but which ATT files did you edit when you made the attempt to have the tails separately?
I had similar problems as you did when I was experimenting with adding hair separately from the head, but I found out that the issues I was having were mostly due to me trying to modify the ATTs only of the hair itself, rather than modifying the ATTs of both the head and the hair. |

Spykkie
  
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4/22/2013 | |
Hmm, i suppose i only changed the tail att because modifying the entire body att would have been a colossal piece of work that would most likely fail due to my limited understanding of atts at the time.
I think that would require me to modify the body sprites too since the system doesn't accept negative numbers.
Twitt Stuff
Insta Arts |

Andrettin

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4/22/2013 | |
You don't need to edit the entire body att, only the part that relates to attachment to the tail  |

Spykkie
  
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4/22/2013 | |
but how can that be when the set up for going right is like this:
(tail)-------------I <---norn body sprite starts here
-----(taur body)
The tail is far off the body sprite, and like i said, the game doesn't accept negative numbers. :/
Twitt Stuff
Insta Arts |