ivanaedler Wrote:Great ones, Biles!! Huh, just about the second one...is descending supposed to be static that way? I mean... is it possible to do some breathing, or leg anim?
Actually when I first made the descent pose, I initially thought about keeping it static, but I kinda changed my mind about it when you made that tiny transitional animation, so we'll keep the transition, but I recommend you reduce the frames to half of what you originally put into it. Also, see if you can pose Peach in the first frame in such a way that when she's running, jumping, jaunting, or walking, the pose is such a way that it's hardly noticeable.
ivanaedler Wrote:And the third animation. I think her breasts are...bouncing a way too much.
No problem, I'll see if I can fix that.
ivanaedler Wrote:I think I will keep the old ones in the world map, because Peach there walks faster, and backside/frontside animations are synchronized with the old walk.
Okay I understand. Though I think sometime in the future, I might wanna propose creating a sort of chibi version of Peach along with powerups outfits and items she has on (sans any wardrobe malfunction) to be used in walking throughout the map.
Sure! I can send to you. You say, only the first frame of every animation?
If you're referring about removing all the clothing and character parts of Peach's individual body parts then yes, so that only the first frame is left over which make up Peach's default body.
Thats because , actually, you can remove all actionscripts in the template (it does not impact animation).
As for trully naked, its possible, but I have to change every part to its naked counterpart. Thats because every body part is a movie clip with up to 11 different clothing possibilities. When I force flash to show the 'naked one', it shows it, but only in the SWF, not when editing the FLA. I can change every part even so, then it will be easier for you to work on them.
I've found it hard to create and work with the mechanics of the animations because there are so many nested symbols and MCs, that it gets too difficult to sort through them. I think whenever I've sent you a fla file of animations I've made, you've probably noticed how many of the stuff got taken out, and how I organized the layers that make up Peach body, right?
BTW, I've taken a look at your Goombella and while they're under the 300 limit as your ideal sweet spot, I believe this can be further optimized with even less anchor points. Here's some tips that can help you. For spheres and ovals, at most 4 anchor points are ever needed, it's possible to make an oval with just 2. You can go pass 4 only if you absolutely need to severely bend the oval. When dealing with objects with straight lines, it's not necessary to have more than one anchor points in them, two is only ever needed. The only reason why someone would need more than 2 is because there's probably another shape with a straight edge overlapping another object with straight edge.
I've recently found that it's easier to manage anchor point editing in Illustrator than it is with Flash which requires some bit of trick and extra steps and work to get the results you want. Also, I've find it a horrifying nightmare how Flash handles anchor points of objects overlapping one another, one anchor points can get shared by more than one object, yikes! So the only way around is to group that object in isolation and then work on that object before flatting it out on top of the other object.