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Hash, Inc. - Animation:Master

my gif


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Hi all

 

Thanks all the replied :D

 

This game was released in 2002(if i remember correctly), only have asian language....

 

We have 2 guys modelling and 1 for animating and rendering,

 

Here is the breakdown of the whole game.

a. 120 small size characters(including monster),

b. 4 direction(45, 135, -135, -45degree)(every character).

c. Normal Stand........................(4 frames)

Battle Stand..........................(10frames - 15frames)

Walk.....................................(10frames)

Rest......................................(10frames)

Defense(Block)......................(4frames)

Hit by emery.........................(4frames)

Attack...................................(10 - 35frames)

Perpair spell..........................(1 - 10frames)

Cast spell..............................(1-10frames)

frames X 2 for SHADOW.

 

So, every character at least have

"55frames X 2Shadow X 4Direction = 440frames"

 

Special Effects need Extra add into every frame(very huge job too) <_<

 

We used around 5-6 month finished all of the game pics and animation.

 

Some of the still pictures I were posted here(fourm) one month ago.

 

Just ask me if anyone want to know more :D

 

Thanks again!

Antonyw

p.s. This is SLG game :rolleyes:

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I love your avatar. Vivi I thought was the coolest from FFIX.

hehe, This VIVI done in last year, used AM 11. I will post here later ;)

 

Antonyw

p.s. I'm the big fans of FF(specially love FF7, FF8 and FF9) Graphics Only :P

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Antony,

Thought that I responded already but just wanted to send a "Bravo" your way.

Thanks for the additional information too. Good stuff!

 

Sadly, a lot of your older pics are now missing from the forum.

For those that want to check it out though the following (by Antony) is quite inspirational: Character Head, A Head used Hair Lock in V11a

 

-Rodney

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:P >>How did you get that effect with the lights when the weapons are swung???

1. Render with Alpha Channel in A:M(800x600 Char. Only).

2. Import those frames to Illusion.

3. Add Effect in Illusion.

4. Render Effect with Alpha Channel from Illusion(800x600 Effect Only).

5. Import A:M rendered(Char.) frames and Illusion Rendered(Effect) frames to Photoshop.

6. Use Photoshop(Action) combine Char. + Effect, then save one by one frame.

............Nightmare job....some angle need to retouch one by one frame..... :(

 

>>What was the game named?

The Name of the Game is call "Identity".

 

>>how well did it sell?

We didnt lose money, but.....didnt earn much <_<

 

>>Sadly, a lot of your older pics are now missing from the forum.

Sorry, because I didnt have enough space to put my A:M Render on internet.....actully I still have alot of render can show here(my old artwork), anyway, I will post later ;)

 

Thanks all the reply AGAIN.

Antonyw

p.s hope to use New A:M cloth soon

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>>How did you get that effect with the lights when the weapons are swung???

1. Render with Alpha Channel in A:M(800x600 Char. Only).

 

But what is the effect? Sprites or particles?

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>>How did you get that effect with the lights when the weapons are swung???

1. Render with Alpha Channel in A:M(800x600 Char. Only).

 

But what is the effect? Sprites or particles?

The Effect is done in Illusion(special program for making Special Effect).

 

If u have enough time, can make such Effect in A:M too.....I guess <_<

 

Thanks

Antonyw

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