Advanced Neopaint Animation Tutorial

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Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Wed Jan 21, 2009 7:19 pm

Please go read Twame's tutorial on Neopaint animation first if you haven't. If you have not done so, you may not be familiar with some of the topics discussed in this tutorial.

Click here for Twame's tutorial

Oh, and in this tutorial, 100m/s per frame is the standard frame rate; this is because numbers get messy when the m/s per frame is 80 and 100 m/s per frame is considerably slower than 80 m/s per frame, allowing you guys to see much better ...

-HINT-
To get better GIF quality in Neopaint, click convert to 16 million colors. It should be on a bar near the top. A box labled 256 should be selected, next to it should be a box labled 16m. click 16m.


THE MOST BASIC PARTS OF ANIMATING: WALKING, STANDING, AND ALERT

-Walking-

Walking...is easy.
First, set your character to frame 0 of either walk 1, or walk 2 in Bannedstory. Move it ten pixels left/right. You don't have to press the arrow key ten times; you can just hold shift and press the arrow key to move your character ten pixels. Move your character ten pixels again, DON'T CHANGE THE FRAME. Now, change the frame to frame 1 and move your character ten pixels left/right. Move your character ten pixels left/right. Now, change your walking to frame 2 and move your character ten pixels left/right. Move your charcter ten pixels left/right. Do the same for the last two frames (you should get the pattern by now.)
Your walk should be smooth and connected, like this:
Result:

-Standing/Alert-

Standing frames and alert frames are REALLY easy. All you have to do is set each frame (of BOTH standing and alert) to 300 m/s.

Standing:
Alert:

A Little bit harder: swinging and jumping

-Swinging-

For a normal swing (NOT stabbing), set your character to any of the swings, put two frames of the first swing frame, frame 0, one frame of the next frame, frame 1, and two frames of the last frame, frame 2. Move your character 3 pixels left/right (depends which way your character is facing). Move your character 2 pixels left/right in the next frame. Move your character 1 pixel left/right in the next frame. Don't move your character.

Result(without slide):
Result with slide:

-Jumping-

Put your character into jumping stance. Move it ten pixels up, 6 pixels up, 4 pixels up, 2 pixels up, and then don't move him, 2 pixels down, 4 pixels down, 6 pixels down, ten pixels down, and return your character into standing or whatever.

Visual aid: frame by frame:
This should be result in real time:

Optional: flash jumping and teleporting
-Flash Jumping-
If you haven't already noticed, flash jump IS NOT in the bannedstory simulator. As it is several images, it has to be opened up as a picture layer.
click here to download flash jump sprites

make character in jump stance.
first, move it up ten pixels.
then put the flash jump frame one behind the character.
-
then move the character 40 pixels left/right and up 6 pixels.
put flash jump frame 2.
-
move the character 4 pixels up and 40 pixels left/right.
put flash jump frame 3.
-
move character 2 pixels up and 40 pixels left/right.
put flash jump frame 4.
-
move the character 40 pixels left/right. DONT MOVE IT UP.
change the alpha of flash jump frame 4 to 75.
-
move the character 2 pixels down and 40 pixels left/right.
change the alpha of flash jump frame 4 to 50.
-
move the character 4 pixels down and 40 pixels left/right.
change the alpha of flash jump frame 4 to 25.
-
move the character 6 pixels down and 40 pixels left/right.
delete flash jump frame 4.
-
move the character down 10 pixels and 40 pixels left/right.
move the character 40 pixels left/right.
-
change the character OUT of jump into walk or whatever.

The hypen ( - ) separates the different frames.
You should generally add a slide for the landing of the flash jump, but I didn't in this demonstration because that would complicate the figures for me.

Flash Jump:

-Teleporting-

-splitting teleport-

The splitting teleport has your character splitting into two identical characters and fading out. What you do is you make a copy layer (click the little camera in your layers manager, MAKE SURE YOU CLONE YOUR CHARACTER AND NOT ANYTHING ELSE) and place it on the EXACT same spot as your character. Then, move the raster layer ten pixels left/right and your character ten pixels left/right and put BOTH of their alphas to 75. Don't be a dummy and move them both in the same direction, they have to be in opposite directions. Move both of them ten pixels left/right again and put their alphas to 50. Move both of them left/right again and put both of their alphas to 25. Now, click the little eye to make them invisible, don't be a dummy and delete them. Now, make them reappear where you wanted them to teleport to, BUT fading in. So instead of changing the alpha to 75, 50, 25, you change the alpha to 25, 50, and 75. You also have to move them ten pixels left/right, but CLOSER TO EACH OTHER, NOT FURTHER.

Splitting teleport (trademark of swift, but what the hell):

Finally, projectiles and blurs!

-Projectiles-

Projectiles are throwing stars, arrows, and anything else that is shot to kill somebody(in an animation, no duh.)
Throwing stars should move at 40 pixels per frame, arrows should move at 50 pixels per frame, and energy balls in general should move at around 60 pixels per frame. Just remeber to change the 'bullet' frame of your throwing stars and arrows so they don't look stupid. If your energy ball has 'ball' for frames, remeber to change the 'ball' frame.

The speed of a regular projectile (throwing stars, arrows, etc.) should be something like this:

-BLURS!!!-

Please note that the following paragraph is for Paint.NET users. The layout of other programs is different, which is why you probably can't follow along with it if you don't have Paint.NET.

Go to http://www.getpaint.net/ to download Paint.NET. It is 100% free, and can be downloaded and used for free legally.

Contrary to popular belief, you do NOT need flash to blur. (YES! YOU CAN BLUR IN NEOPAINT! Awesome)
All you need to do is get your character in the stance that you want him to be blurred in. Then, click save image in Bannedstory, click save specific scene, and select your character. Make sure that it is TRANSPARENT, a PNG, and that it is not cropped. Then, open it in Paint.net, NOT MSPAINT, PAINT.NET and click effects at the top. Go to blurs and select motion blur. Set the motion blur to 5 and leave the angle as it is. Save it, and you have your blurred figure. Now, go to Bannedstory and open your blurred character in the picture layer. Just make sure that it is aligned to your character. Now all you have to do it move it around! Oh, and blurs are generally used to imply that the character is moving VERY fast, so DON'T blur your character when it's jumping, walking, etc. because that would ruin the whole point of blurring it. If your character is blurred, in a swing, and moving towards the target, move it at either 50 or 100 pixels per frame. Unless it is a short dash. Then move it as you normally would.

Example of blur use:

NOW YOU KNOW HOW TO WALK, STAND, ALERT, JUMP, SWING, AND SWING WITH THROWING STARS! YOU'RE A BIG BOY NOW!!!

Acknowledgments
Twame - for introducing me to Neopaint
Pushpop (from MSF) - for informing me of how to do the swing and jump (I DID NOT COPY HIS GUIDE).
Crazydit - for telling me about how to blur in Neopaint, something that I was not aware of.
Light - for the link to the flash jump sprites.


Last edited by Deoxys388 on Wed Apr 15, 2009 4:02 pm; edited 37 times in total

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Re: Advanced Neopaint Animation Tutorial

Post by Bunny on Wed Jan 21, 2009 7:20 pm

btw some people find it easier if you add pics

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Wed Jan 21, 2009 7:23 pm

I'm going to; the tut isn't complete.

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Re: Advanced Neopaint Animation Tutorial

Post by mrCYAN on Wed Jan 21, 2009 8:21 pm

I see no statement of the standard frame rate.
And you made no (after)slide to the swing. The last frame should move 3 pixels, then 2 and 1. Or 2 then 1. Or 1 like Pushpop did. The animation seems 'strict' if you don't make the character slide, but can turn slow-paced if you make the character slide around too much, like 3 2 1, in every action. (And was your swinging tut supposed to be like a written version of Pushpop's tut, or did you just get the 2 frames of the last frame thing from him?)

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Re: Advanced Neopaint Animation Tutorial

Post by Nelon on Wed Jan 21, 2009 8:28 pm

Looks good, I guess. I like how you're getting specific. :)

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Wed Jan 21, 2009 9:06 pm

Khmer wrote:I see no statement of the standard frame rate.
And you made no (after)slide to the swing. The last frame should move 3 pixels, then 2 and 1. Or 2 then 1. Or 1 like Pushpop did. The animation seems 'strict' if you don't make the character slide, but can turn slow-paced if you make the character slide around too much, like 3 2 1, in every action. (And was your swinging tut supposed to be like a written version of Pushpop's tut, or did you just get the 2 frames of the last frame thing from him?)



I got the two frames of it from Pushpop; if I just ripped off Pushpop's thing, I would just link to Pushpop's post on MSF.

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Re: Advanced Neopaint Animation Tutorial

Post by mapleaddicted on Thu Jan 22, 2009 9:28 pm

Oh dude I love you for the walking thing.

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Sun Mar 29, 2009 10:30 pm

[update] added SOME pictures.

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Re: Advanced Neopaint Animation Tutorial

Post by GMruleMeh on Mon Mar 30, 2009 3:04 am

it's ok..bt the GIF animation is not available for 16m colours Rolling Eyes tat's y i hate to use it Evil or Very Mad

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Re: Advanced Neopaint Animation Tutorial

Post by Mark on Mon Mar 30, 2009 7:31 am

Have you even looked around neopaint ._.''.

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Re: Advanced Neopaint Animation Tutorial

Post by GMruleMeh on Tue Mar 31, 2009 3:34 am

hey hw u find the flash jump frame from ? maplesim did'nt has it ... Rolling Eyes

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Re: Advanced Neopaint Animation Tutorial

Post by LoneOutcast on Tue Mar 31, 2009 10:16 am

The flash jump guide looks good.

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Tue Mar 31, 2009 6:13 pm

There are a couple of flashy pixels for a couple of moments in the visual aid. Please ignore it; it's just a glitch as a result from converting from 256 to 16 mill colors.
@GMrulemeh, have you even TRIED looking around the fourms? .__.

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Tue Mar 31, 2009 6:15 pm

[UPDATE] Added links to resources for the lazy people. e_e

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Re: Advanced Neopaint Animation Tutorial

Post by mapleaddicted on Wed Apr 01, 2009 4:36 am

Your blur thing... looks weird.

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Wed Apr 01, 2009 6:02 pm

[UPDATE] It's finally done. =D

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Re: Advanced Neopaint Animation Tutorial

Post by Jurkey on Wed Apr 08, 2009 10:10 am

Deoxys, when you convert to 16 mil and try to export as GIF, it says that it haves to be 256 colors to get exported?

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Thu Apr 09, 2009 11:29 am

Jurkey wrote:Deoxys, when you convert to 16 mil and try to export as GIF, it says that it haves to be 256 colors to get exported?


click yes.

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Re: Advanced Neopaint Animation Tutorial

Post by mapleaddicted on Sat Apr 11, 2009 1:43 am

What if you have to jump longer distances? o.O

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Re: Advanced Neopaint Animation Tutorial

Post by Chibi Xin on Sat Apr 11, 2009 2:09 am

Use trial and error.

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Re: Advanced Neopaint Animation Tutorial

Post by mapleaddicted on Sat Apr 11, 2009 2:10 am

^Okay.. thanks.

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Sat Apr 11, 2009 4:18 pm

mapleaddicted wrote:What if you have to jump longer distances? o.O


There are and there should only be 8 frames when your character is flying.
Divide the distance in pixels by 8 to get how many pixels to move your character per frame.

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Re: Advanced Neopaint Animation Tutorial

Post by Jurkey on Wed Apr 15, 2009 3:07 pm

@Deoxys: Yeah, but then it's 256 colors and not 16 mil?

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Re: Advanced Neopaint Animation Tutorial

Post by Deoxys388 on Wed Apr 15, 2009 3:52 pm

It still is 16 million.
Go check by comparing quality of animations with 256 and 16 mill.
For example, in your 2nd neopaint and the examples in this tut. They used the same map.

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Re: Advanced Neopaint Animation Tutorial

Post by kitekasame on Thu Apr 16, 2009 5:40 pm

This should be ok to make as a reply i've been gone for like ever. But anyway how do i make it so i can use one as a sig and how do i export if that is possible

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