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Best approach for customizable character sprite

Discussion in '2D' started by tiggus, Jan 13, 2014.

  1. tiggus

    tiggus

    Joined:
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    I've run through the 4.3 2D tutorial and everything makes perfect sense from a technical perspective but I am still a bit lost as to the best approach for 2D animation : sprite sheets with individual keyframes, or using animation curves and individual sprites for body parts, or a combination of both.

    Use case: Main character and enemy characters that need to equip different sets of armor/weapons and have different animations per weapon.

    It seems like almost an equal amount of work for each approach, I can't simply reuse one attack animation with animation curves because a whip attack looks different than a sword attack, otherwise it would be as simple as replacing the weapon sprite(this was my original plan before I thought it through). This means I need to effectively make a separate animation for each type of weapon regardless of approach.

    Keeping in mind I am a poor artist I am leaning towards the tutorial approach of repositioning body parts in the animation editor to create my animations, but almost every other tutorial I find on the 2D system utilizes spritesheets with keyframes so wondering if this will bite me later.
     
  2. zombiegorilla

    zombiegorilla

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    You are correct, the amount of work is pretty much the same. Nothing in animation is quick or simple. ;)

    Ultimately, the direction will really depend on art style/direction. Puppet rigged characters have several advantages, they are very small, flexible and you can share rigs (depending on setup). But they also have a very specific look.

    If you don't want them too look like they are "puppets" you can combine the two approaches. For example in Marvel Avengers Alliance (see sig), we use a combination approach. Since they are intended to look like comic art, we use the puppet rigs minimally and only where we can, and still keep the look.

    I generally prefer the puppet rig approach, it is inexpensive (in resources), and very flexible. So I design my characters around that style.
     
  3. tiggus

    tiggus

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    Sep 2, 2010
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    The flexibility of it and spending less time in illustrator is what appeals to me. I'll play around with the hybrid approach and see if I can come up with something acceptable for a isometric view 2D character. Thanks for the feedback, great to know it is a feasible approach for something more complex.