Run
The Run sequence is very much the same as the Default. Your main task will be to replace the item that is being held in the hand. Take from the example of my Terrorist unit, I combine the body of the worker and the running motion of the modern leader. On top of that, I added a little briefcase for the terrorist. And to make the motion come alive, I draw the briefcase frame by frame to make it swing as the Terrorist is running. To make an animation look real, bear in mind that we, the human, swing our arms as we run. Therefore, the animation sequence should show both the movement of legs and also arms. In fact, as a result of the movement of the arms, the weapon or item that is being held in the hand should also swing in accordance with the motion. (just like the briefcase the terrorist is holding or the crossbow held by the crossbowman). Last thing to remember for arm movements, when an arm is swinging, the shoulder will also move. Therefore, for any arm or leg movement, dont just move the lower half of your arm or leg, move those upper halves as well! And move the lower and upper half at a different speed too. (Stretch your arms and you will see what I mean. Movement of your shoulder and elbow and even wrist is not always at the same speed. It depends on what is the motion)
Fortify
The fortify sequence for a unit is really pretty standard. The way an archer pull his bow in full to fortify is the same as those of a bowman and a longbowman. In fact, if you were to create a new unit called Indian bowman (as in native American Indian. We shouldnt make the same mistake as Columbus
), the sequence of pulling a bow in full is still the same. So, once you have a suitable body for the new bowman, you just need to copy and paste the arms and the bow from the archers sequence. In order to do this, go back to the fortify section when we discuss the fortification of the scud launcher. The method is the same! Just erase everything other than the arms and the bow from the archer, remove the arms and whatever weapon the new unit is holding in his hand, merge the two frames by copy and paste and you get the new Indian bowman. Of course, there is one big difference between the fortification of a vehicle and that of a human unit, the legs move in fortification sequence. If you watch or study those martial art moves, you will notice how the legs are push down and bend in some of the stance. The basic idea is to stabilize your body by lowering the center of gravity. Since the purpose of fortify is to make your enemy harder to dislodge you, the same idea of lowering and bending of legs applies. Even if you think of a modern soldier with an automatic rifle, legs are still lower and bend when firing the rifle. A soldier will still want to stabilize himself before firing a gun to increase the accuracy and to reduce to effect of recoil.
Attack
Attack is an interesting one for human unit. It is still possible to use the existing units arm movements for a lot of possible attack sequence. For a double-handed sword you can use that of the samurai, for pole arms you can easily use the swinging motion of the samurai but replace the katana with the pole arms (say a halberd). For a short sword, bastard sword or rapier, the motion of Immortals can be used. For my case of crossbowman, I use the firing sequence of an infantry until the part the infantry lower the rifle to eject the spend bullet. From there I manually redraw the right arm, showing it pulling back, insert a bolt, push the bolt forward and pull back the string. Then I reverse the lowering sequence to show the crossbow being rise back to firing position (of course in the new raising sequence I added a bolt to the crossbow as the original lowering sequence has an empty crossbow. Remember, details!) So the attack sequence of my crossbowman shows firing position with loaded crossbow, fire the bolt, lower the empty crossbow, load the crossbow, raise the loaded crossbow back to firing position which is a perfect loop by itself. Just remember, as the fortify flc flows to the attack flc, you should choose the same arm movement that flows for both fortify and attack. Like wise for the leg movement. Crossbowman attack sequence is not that good an example for attack sequence as someone who fire a gun or a crossbow dont move their legs when doing so. If you are swinging a melee weapon, you tend to pull back or raise the weapon before you strike. When a melee weapon is pull back or raise, the legs tend to also pull back and step forward again when doing the strike. To see the effect of this, take a look at the flc for unit such as pikeman or warrior and you will understand what I am trying to say here.
Death
As in the case for vehicles and ships, death is once more the most beautifully rendered animation sequence. (Beauty in dying, remember?) There is no explosion involve when a human die. However, the human body twists and turns before a unit finally drops down and dies in peace. This of course makes it much harder as compared to the explosion sequence. In order to do a realistic death flc for a human unit, you would want to consider a few things. A unit twists and turns not because you just want it to look more complex or beautiful. Its because of the impact of the final blow! Making a good animation is very much like directing a film, a lot of things has to be considered especially for logic and realism.
So, before you even start to do the animation of a death flc, you must consider how you want the unit to die. There are a lot of dying sequences for the current units in the game and most of them are very unique. A unit can twist then drop dead, drop face down, drop side way, drop flat on its back even drop on its knees then die
I would suggest you just choose one of the sequences available and copy and paste the movements for your new units. Of course you can create a new sequence, but I feel that what is available now is already rich enough in varieties.
Once a sequence is selected, it is a matter of copy and paste and recoloring of the clothing to finish the job
Fidget
Fidget for a human unit is pretty unique. It makes the animation for unit richer and not so monotonous. While fidget for a vehicle or ship unit is quite simple, its a totally different story for a human unit. How a unit is going to fidget will really depends on the ingenuity of the creator. For the crossbowman, I took the easy way out by using the fidget flc for pikeman by simply replace the weapon in hand with a crossbow. As for my terrorist, the default flc is something pretty unique by itself and as a result I did not create any flc for fidget. The more prominent fidget flc in the game are those like the pikeman coughing, rifleman sneezing, swordsman yawning and stretching and infantry breeching the rifle. Every single one of them is very unique and unless you use most of the flc from a current unit (with changed clothing, weapon etc), you will not be able to use what is currently available. So, think of something unique and show the world what you can do on this one!
Victory
Human are not machine. Therefore, human tends to get excited when they get promoted. This is when the victory flc is played. Most of the victory flc will show the unit shouting or laughing in excitement. Therefore, a victory flc must always reflect the excitement and happiness. A exciting animation can only be presented with the combination of both arms and legs movement. As such, chances of you copying a movement sequence from the current units animation are pretty slim. For my crossbowman, I show it lowering the crossbow and raise its right fist in the air in excitement and then once again raise the crossbow back to firing position. Do remember that the sequence must flow from attack but back to default. (victory only result from battle). Victory is also very much like fidget, it depends again on your ingenuity and pretty hard to be copied (though no impossible).
Other animation flc for human units
I do not plan to discuss the animation for other units such as settlers and workers as they are only used for those specific units and nothing much can be changed for those special animation sequence (irrigating IS irrigating.
)
Mounted units
Civ3 have quite a number of mounted units. When you animate a mounted unit, instead of worrying about the movement of the human legs, you now have to worry about the movement of the horse legs. And 4 of them instead of 2!
But seriously, the horse legs are easier to animated than the human ones. The horse will not try to stabilize itself when you fortify or attack so one less worry. But as the horse is independent of the human rider, it tends to have its own movement such as swaying of the head or tail. Also, the horse will have its own little fidget too
Air units
Due to the limited use of air unit at the moment, their animation is also very simple. In fact, the default flc mainly consist of 1 frame 8 direction with no animation whatsoever. And the run flc is mainly with additional air appear at the planes tail. The attack sequence is also simple with added machine gun fire on top of the run flc. The bombing flc is just run with added dropping of bombs. Therefore, no further explanation of air unit flc is needed in this tutorial.