
MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
|
Posted: Oct 13, 2009 07:33 PM
Msg. 2696 of 12975
I like the MA5C!
|
|
|

lockon0830
Joined: Oct 13, 2009
SFloyd is a sad girl makakule : (
|
Posted: Oct 13, 2009 07:42 PM
Msg. 2697 of 12975
So spartan do you ever plan on releasing that odst model?
|
|
|

Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
|
Posted: Oct 13, 2009 07:49 PM
Msg. 2698 of 12975
Quote: --- Original message by: lockon0830 So spartan do you ever plan on releasing that odst model? he cant cos its not his
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Oct 13, 2009 07:54 PM
Msg. 2699 of 12975
The model's already been publicly released.
|
|
|

MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
|
Posted: Oct 13, 2009 07:55 PM
Msg. 2700 of 12975
who's is it then?
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Oct 13, 2009 07:58 PM
Msg. 2701 of 12975
It wasn't originally modeled for CE. It was modeled for Gmod, I believe.
|
|
|

MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
|
Posted: Oct 13, 2009 08:00 PM
Msg. 2702 of 12975
oh, by the way, is the Ma5C the same one being used in FIREFIGHT - Portant
it looks exactly the same
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Oct 13, 2009 08:40 PM
Msg. 2703 of 12975
Same h3b model, different shaders. He dislikes the shaders that I'm using for Firefight's, so he made his own, which are superior to the ones I'm using.
|
|
|

Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
|
Posted: Oct 13, 2009 09:10 PM
Msg. 2704 of 12975
Quote: --- Original message by: Gamma927 which are superior to the ones I'm using. I heavily disagree. I honestly don't like his, the numbers look... smallish, and it looks more like HDoan's H3 AR. Not that HDoan's is bad. Edited by jesse on Oct 13, 2009 at 09:13 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Oct 13, 2009 09:13 PM
Msg. 2705 of 12975
I'm basing it off what he told me. I haven't really seen his in FP before >.>
|
|
|

HDoan
Joined: Feb 19, 2007
"'Tis only happens to them Asians" - ODX 2008
|
Posted: Oct 13, 2009 09:42 PM
Msg. 2706 of 12975
Quote: --- Original message by: jesseQuote: --- Original message by: Gamma927 which are superior to the ones I'm using. I heavily disagree. I honestly don't like his, the numbers look... smallish, and it looks more like HDoan's H3 AR. Not that HDoan's is bad. Edited by jesse on Oct 13, 2009 at 09:13 PM I'm going to kill your family.
|
|
|

halo3n00b
Joined: Dec 8, 2008
|
Posted: Oct 14, 2009 01:52 PM
Msg. 2707 of 12975
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Oct 14, 2009 06:26 PM
Msg. 2708 of 12975
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Oct 14, 2009 06:29 PM
Msg. 2709 of 12975
Angle the gun a bit, make it look more interesting. So far, you're making the clip get pulled out perpendicular to the ground.
|
|
|

ICEE
Joined: Mar 1, 2007
Hark!
|
Posted: Oct 14, 2009 07:50 PM
Msg. 2710 of 12975
Quote: --- Original message by: Gamma927Angle the gun a bit, make it look more interesting. So far, you're making the clip get pulled out perpendicular to the ground. Theres nothing wrong with that. However what you need to keep in mind is that variety of motion is a very good thing. Its important to keep the animations interesting, and the flow constant and smooth while still maintaining a sense of realism. I suggest you work on your finger placement first and foremost. One thing I do when i animate is create the vital frames first, then fill in the blanks. In other words: The origin, the frame where he grips the magazine, the frame where the magazine has been removed and the gun is recovering from the force of the removal, the insertion, and then return to origin. Take full advantage of the power of auto key.
|
|
|

Marka Haiyana
Joined: Mar 24, 2009
w0rt
|
Posted: Oct 14, 2009 10:02 PM
Msg. 2711 of 12975
I'd suggest setting up some IK rigs, probably using CAD's IK controller setup. You can then use the "Link to" options that appear in the Motion tab while you have the wrist controllers selected to say, link a hand to a magazine so you can pull the magazine out and the hand will follow. Then you can move the frame gun and move it around a bit using Auto Key, link a hand to the magazine during a certain frame, reload, delete the link on whatever other frame, then link it the wrist to the bolt on another frame and use that to cock it back.
|
|
|

halo3n00b
Joined: Dec 8, 2008
|
Posted: Oct 15, 2009 01:57 PM
Msg. 2712 of 12975
|
|
|

Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
|
Posted: Oct 15, 2009 02:31 PM
Msg. 2713 of 12975
eh, it kinda just like his arm flew off, as opposed to acctually bending
|
|
|

ICEE
Joined: Mar 1, 2007
Hark!
|
Posted: Oct 15, 2009 04:00 PM
Msg. 2714 of 12975
I wouldn't use that piece as a magazine, its just a flap covering the charge. As for the animation, its very robotic and stiff. You should create more motion.
|
|
|

Marka Haiyana
Joined: Mar 24, 2009
w0rt
|
Posted: Oct 15, 2009 05:29 PM
Msg. 2715 of 12975
Give me a few minutes and I'll give you an example, and I'll send you the .max file.
|
|
|

halo3n00b
Joined: Dec 8, 2008
|
Posted: Oct 15, 2009 06:39 PM
Msg. 2716 of 12975
need to learn overheat anis pl0x
|
|
|

Ro0ster
Joined: Jan 21, 2008
is a rooster
|
Posted: Oct 15, 2009 06:48 PM
Msg. 2717 of 12975
Quote: --- Original message by: halo3n00b need to learn overheat anis pl0x Theres an animation importer on this site by The Ghost. Import the plasma pistols overheat and check it out.
|
|
|

Marka Haiyana
Joined: Mar 24, 2009
w0rt
|
Posted: Oct 15, 2009 07:33 PM
Msg. 2718 of 12975
Here's the .max file of a Plasma Pistol reload for you to use. http://www.yousendit.com/download/Z01PWmdqSEJvQnMwTVE9PQAs for how I did this, you're gonna need the animation/model importer scripts. You're going to import the FP arms and gun using these settings: Then you're going to link the Frame Gun to the Right Wrist, and use the animation importer to import the ready animation. Delete all keys except for the last so you have your origins, then move that to 0. Then use CAD'S IK script to add IKs and wrist controllers to your animation. Grab all the fingers on the left hand and set the name on the box on the top right of Max to "Left Hand" so you can go up there and select them for posing and stuff. Start moving stuff around, get things into position. First thing would be get the hand on the "clip" from the origin pose. Then add in-between frames to make it look a bit better. Continue the animation, and once you need to link things, use the Link Parameters while you have an IK controller selected. This is how mine looks:  From there you should be able to make the entire animation. Work out any kinks and get it looking good. I'm also in the process of rendering a video tutorial, but it's like 40 minutes and I don't know where I'm gonna upload it. I don't even know if it's worth it as my voice was too soft anyway, stupid microphone E: Also give me a second and I'll post an animated gif of the final result. E2:  A bit sketchy but you get the idea. Edited by Marka Haiyana on Oct 15, 2009 at 07:41 PM
|
|
|

halo3n00b
Joined: Dec 8, 2008
|
Posted: Oct 15, 2009 08:10 PM
Msg. 2719 of 12975
i like putting node radius at 0,5 :C, oh and i need to learn how to use link constrains pl0x for linking clips to the world and stuff Edited by halo3n00b on Oct 15, 2009 at 08:13 PM
|
|
|

Marka Haiyana
Joined: Mar 24, 2009
w0rt
|
Posted: Oct 15, 2009 08:25 PM
Msg. 2720 of 12975
|
|
|

halo3n00b
Joined: Dec 8, 2008
|
Posted: Oct 15, 2009 08:32 PM
Msg. 2721 of 12975
thanks me and gammah are doing a contest and i need to be able to use link constraints in this "contest" because it would make it a whole lot better. Edited by halo3n00b on Oct 16, 2009 at 02:26 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Oct 15, 2009 08:38 PM
Msg. 2722 of 12975
http://www.youtube.com/watch?v=L1iDAfqjLLIIgnore bad gun movement, and anything that happens after the clip goes back in the gun, as this is a rough sketch. I concentrated on left hand movement. I want to know if there's anything else wrong other than the obvious. E: Oh, YouTube cut it off anyway. It's all good C: Edited by Gamma927 on Oct 15, 2009 at 08:38 PM
|
|
|

ODX
Joined: Jul 26, 2007
A rare sight, indeed.
|
Posted: Oct 15, 2009 08:44 PM
Msg. 2723 of 12975
Take your scene, and make it about 15 more frames than the actual animation itself lasts. Render, re-upload. Youtube will just cut that part away now, instead of actual parts of the animation.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Oct 15, 2009 08:45 PM
Msg. 2724 of 12975
I never touched any part of the animation after that, and it looks horrid, so there isn't really a point in rendering what I don't want people to see xP
E: No crit? :C Edited by Gamma927 on Oct 15, 2009 at 08:58 PM
|
|
|

Marka Haiyana
Joined: Mar 24, 2009
w0rt
|
Posted: Oct 15, 2009 09:07 PM
Msg. 2725 of 12975
I'd say keep the left hand on the clip while inserting it for a few more frames. Then finish the animation so we can fully crit. ;D
|
|
|

halo3n00b
Joined: Dec 8, 2008
|
Posted: Oct 15, 2009 09:55 PM
Msg. 2726 of 12975
lol gammah im gonna win >:D
|
|
|

Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
|
Posted: Oct 16, 2009 12:14 AM
Msg. 2727 of 12975
I believe your confidence is horribly misplaced sir.
|
|
|

halo3n00b
Joined: Dec 8, 2008
|
Posted: Oct 16, 2009 11:55 AM
Msg. 2728 of 12975
lol no
|
|
|

Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
|
Posted: Oct 16, 2009 02:41 PM
Msg. 2729 of 12975
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Oct 16, 2009 03:12 PM
Msg. 2730 of 12975
Wireframe? Poly count?
|
|
|