
h3freak13
Joined: Sep 2, 2008
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Posted: Apr 10, 2009 05:10 PM
Msg. 1296 of 12975
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 10, 2009 05:16 PM
Msg. 1297 of 12975
Its nice, but model more.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Apr 13, 2009 11:06 PM
Msg. 1298 of 12975
Rigged the Halo 2 Arbiter hands just to try it: http://www.youtube.com/watch?v=NWkiBmLnq9IThen I animated the Carbine. It definately takes some getting used to. Oh, arms, carbine, textures are ripped from Halo 2. Animations and rig is mine.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 15, 2009 04:47 PM
Msg. 1299 of 12975
Quote: --- Original message by: UnevenElefant5Rigged the Halo 2 Arbiter hands just to try it: http://www.youtube.com/watch?v=NWkiBmLnq9IThen I animated the Carbine. It definately takes some getting used to. Oh, arms, carbine, textures are ripped from Halo 2. Animations and rig is mine. -Arm is coming from chest? -Come from the side, that position of the arm looks very awkward. -Work on putting in the carbine reload magazine. -make the clip longer. =/
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 15, 2009 04:50 PM
Msg. 1300 of 12975
Add a couple of frames for the origin at the beginning and the end so that it doesnt end all of a sudden.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Apr 15, 2009 06:57 PM
Msg. 1301 of 12975
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: UnevenElefant5Rigged the Halo 2 Arbiter hands just to try it: http://www.youtube.com/watch?v=NWkiBmLnq9IThen I animated the Carbine. It definately takes some getting used to. Oh, arms, carbine, textures are ripped from Halo 2. Animations and rig is mine. -Arm is coming from chest? -Come from the side, that position of the arm looks very awkward. -Work on putting in the carbine reload magazine. -make the clip longer. =/ Yeah, I rigged my arms wrong somehow. If I move one arm forward it offsets the whole rig for some reason, so yes the origin is akward. Also, make the clip longer? That clip is ripped from Halo 2. EDIT: @Bo FFFFFFFFFFFFFF I knew I was forgetting something -_- Edited by UnevenElefant5 on Apr 15, 2009 at 06:57 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Apr 15, 2009 07:00 PM
Msg. 1302 of 12975
The clip, as in, the film clip. -_-
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Apr 15, 2009 07:13 PM
Msg. 1303 of 12975
oooooh lol.
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Apr 23, 2009 01:43 PM
Msg. 1304 of 12975
hey m8s, watcha trhink of my AMR(advanced marksmen rifle) 
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Apr 23, 2009 04:20 PM
Msg. 1305 of 12975
Quote: --- Original message by: Gearedhey m8s, watcha trhink of my AMR(advanced marksmen rifle)  i get happy every time you post. work on smoothing those edges. the whole gun could be smoother, but this is definitely doing in the right direction
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Apr 23, 2009 04:43 PM
Msg. 1306 of 12975
if u could edit the image to show me where i should focus on, plz tell me, (btw the whole gun is one object, clip is separate :D, that's how its supposed to be right?) and thanks for ur support :D also if anyone wants the model tell me :D, first come first serve, as long as the person is really gonna use it and not forget about it lol.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Apr 23, 2009 05:01 PM
Msg. 1307 of 12975
Quote: --- Original message by: UltimaQuote: --- Original message by: Geared hey m8s, watcha trhink of my AMR(advanced marksmen rifle) ] I like the side reloader and the sight, but my main problem is with the barrel(s). I'm assuming that the one on top is some sort of laser pointer, but typically that sort of thing would be found on the bottom. Aesthetically it's just sort of eye-jarring. that top barrel is actually used for venting gasses if i remember correctly. also the whole gun being one object is not a good thing when those barrels do not need to be worked into the mesh
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h3freak13
Joined: Sep 2, 2008
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Posted: Apr 24, 2009 07:38 PM
Msg. 1308 of 12975
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Apr 24, 2009 08:24 PM
Msg. 1309 of 12975
Awesome. 12 boxes.
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 24, 2009 08:34 PM
Msg. 1310 of 12975
Actually 13, one in the middle and under.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Apr 24, 2009 08:47 PM
Msg. 1311 of 12975
Not sure what that was. lol. Doesn't look like a box, but still. Also, is this your new weapon your making? The wooden bridge gun that shoots splinters?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Apr 24, 2009 11:07 PM
Msg. 1312 of 12975
I commented.
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Dhark
Joined: Feb 2, 2008
I believe in Dennis Powers
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Posted: Apr 26, 2009 12:34 AM
Msg. 1313 of 12975
despite what the fools above were stating the obvious in that these objects are primitives; I can see that that is not the point of the render, the point is that youre designing a bridge using planks of wood. It has a nice irregular feel to it and I like it, perhaps you could do it a little more and have the planks vary in size a little more to give a more irregular feeling which can be appealing to the eye
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Apr 26, 2009 02:14 AM
Msg. 1314 of 12975
oh maybe some warped wood(borekn as well)with holes u know old rotted feel :D
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Apr 26, 2009 02:28 PM
Msg. 1315 of 12975
Its a object from halo 3, way to fail guys.
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 26, 2009 02:40 PM
Msg. 1316 of 12975
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Apr 26, 2009 02:42 PM
Msg. 1317 of 12975
# click on the non-quoted link.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: May 1, 2009 05:08 PM
Msg. 1318 of 12975
There, friendly rendered it for him. 
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: May 2, 2009 02:57 PM
Msg. 1319 of 12975
i like it. reminds me of a combat shotgun or very big pistol.
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h3freak13
Joined: Sep 2, 2008
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Posted: May 3, 2009 11:52 AM
Msg. 1320 of 12975
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: May 3, 2009 12:30 PM
Msg. 1321 of 12975
Very well done.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: May 3, 2009 01:49 PM
Msg. 1322 of 12975
h3freak, its a little difficult to tell by those shots, but did you use autosmooth or did you make your own smoothing groups? if you know how to do smoothing groups, every side of the barrel geometry should be in the same smoothing group
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: May 3, 2009 02:47 PM
Msg. 1323 of 12975
latest model: 
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h3freak13
Joined: Sep 2, 2008
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Posted: May 3, 2009 05:12 PM
Msg. 1324 of 12975
i used auto smooth and i need help does anyone know a good program for gmax that lets you export animations into .jmo to make animations
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 3, 2009 09:15 PM
Msg. 1325 of 12975
Use CAD's animation exporter on this site.
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iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: May 3, 2009 10:48 PM
Msg. 1326 of 12975
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: May 4, 2009 02:27 AM
Msg. 1327 of 12975
Quote: --- Original message by: Gearedlatest model:  I find myself really liking your models =]
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h3freak13
Joined: Sep 2, 2008
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Posted: May 4, 2009 05:43 PM
Msg. 1328 of 12975
OK I need help again I got CAD's animation exporter and when i export it i dont know were it goes i checked everywhere please help i want to get this done and send it to you guys, please!!!??!!
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 4, 2009 11:41 PM
Msg. 1329 of 12975
Check "export to original directories" and it will export to the same folder you have you have your max scene in (which should be data\vehicles\vehiclename) Then make a folder in there called "animations" and follow this tutorial on animating vehicles: Quote: --- Original message by: AdvanceboSource: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=24629 Quote: --- Original message by: Advancebo Primary Firing would be if you have barrels. It would have the same amount of key frames as the number of barrels. Exported as: stand fixed fire-1.JMO
Secondary Firing would not be needed unless you plan on having an actual moving object for it. Depends on what it is, if its a barrel like above or some complex firing mechanism. Exported as: stand fixed fire-2.JMO
Hatch opening can be any amount of keyframes you want. Exported as: stand opening.JMA - When you are exiting the vehicle stand closing.JMA - When you are entering the vehicle
The opening and closing is coupled with "stand fixed idle.JMA", which tells what the vehicle is like when unoccupied.
Turning would be 3 frames. 0 - Default 1 - Turning Right 2 - Default 3 - Turning Left Exported as: vehicle steering.JMO
Accelerating has 3 main parts: stand acc-left-right.JMO - What the vehicle does when turning left or right, such as on the Warthog's Chaingun. stand acc-front-back.JMO - What the vehicle does when moving front or back, such as on the Warthog's Chaingun. stand acc-up-down.JMO - What the vehicle does when moving up or down, such as on the Warthog's Chaingun. Each has 3 keyframes, and they are in the order that it says: 0 - Default 1 - left/front/up 2 - Default 3 - right/back/down
Rolling is not needed.
Another animation you may need is "stand fixed aim-still", which defines where the vehicle's weapon can aim. The Warthog's Chaingun demonstrates that, where you can aim 360 degrees, but you cant aim straight up or straight down. For a full 360 aiming: 0 - Default 1 - Aiming Backwards 180 degrees, and down. 2 - Aiming Right 90 degrees, and down. 3 - Aiming Forward 0 degrees, and down. 4 - Aiming Left 90 degrees, and down. 5 - Aiming Backwards 180 degrees, and down. 6 - Aiming Backwards 180 degrees, at normal. 7 - Aiming Right 90 degrees, at normal. 8 - Aiming Forward 0 degrees, at normal. 9 - Aiming Left 90 degrees, at normal. 10 - Aiming Backwards 180 degrees, at normal. 11 - Aiming Backwards 180 degrees, and up. 12 - Aiming Right 90 degrees, and up. 13 - Aiming Forward 0 degrees, and up. 14 - Aiming Left 90 degrees, and up. 15 - Aiming Backwards 180 degrees, and up. __________________________________________ For 180 degrees aiming: 0 - Default 1 - Aiming Right degrees, down. 2 - Aiming Forward 0 degrees, down. 3 - Aiming Left , down. 4 - Aiming Right degrees, normal. 5 - Aiming Forward 0 degrees, normal. 6 - Aiming Left , normal. 7 - Aiming Right degrees, up. 8 - Aiming Forward 0 degrees, up. 9 - Aiming Left , up. Export both as: stand fixed aim-still.JMO
For the actual landing gear coming out: Suspension Animations. Depending on where each suspension is, such as the Warthog and Scorpion has 4, but the Pelican has 3, you name each on differently. 0 - Default 1 - Extended Down 2 - Extended Up Then you export it for the location each suspension each. You have to make one for each suspension there is, the Warthog has 4 suspension animations, the Pelican has 3. So export as: suspension front.JMO - For the wheel suspension left back.JMO - For the left beam suspension right back.JMO - For the right beam.
Hope this helps. Edited by Advancebo on Mar 8, 2009 at 04:24 PM
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: May 5, 2009 05:58 PM
Msg. 1330 of 12975
Quote: --- Original message by: Gearedlatest model:  Link broken.
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