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Author Topic: Weapons - Works in Process thread [WIP] (12975 messages, Page 112 of 371)
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Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Feb 16, 2010 01:22 PM    Msg. 3886 of 12975       
eh calm ur ars down man.

happy, i though i had posted that one, i had copied the wrong link. jeez. anyways animation crit(and not from u penguin, i know what ur gonna say(it suks, not real enough,not original, it looks like poo, or something along those lines) and bear in mind those anims are my second time ever doing weapon anims.


anonymous_2009
Joined: Jun 13, 2009


Posted: Feb 16, 2010 03:00 PM    Msg. 3887 of 12975       
So you don't want valid and proper crit?


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Feb 16, 2010 03:28 PM    Msg. 3888 of 12975       
i suggest u reread my post. i dont want crit from penguin. it may be valid, but the way he puts it demeans the work, his "encouragement" is none of the sort. crit fromt eh rest of u is fine. GOSH!


PenGuin1362
Joined: Feb 4, 2008


Posted: Feb 16, 2010 03:29 PM    Msg. 3889 of 12975       
we're all calm, what's up with you? And you're gunna hear my crit whether you want to or not. You need to look back at your references and study the details better, maybe get more then the references you have so you can understand the reason for some details and how they form on the gun because the ones you have so far a very very wrong. The barrel and slide specifically. Perhaps the best way to fix it is to restart a few things since the actual shape of the barrel is wrong. Also why do you have screws on the grip of the gun? First of all you'd never see those details to begin with. Second of all they'd be taken care of in a normal map anyway. So you can do away with those.

If you don't want to listen to it, that's fine, you don't have to listen to suggestions by someone who actually knows what he's talking about.
Edited by PenGuin1362 on Feb 16, 2010 at 03:33 PM


anonymous_2009
Joined: Jun 13, 2009


Posted: Feb 16, 2010 04:27 PM    Msg. 3890 of 12975       
Geared id recommend that you listen to Peng's crit, as he knows what he is talking about... Harsh crit is usually the best crit... I for one should know about this..

Grow a set and actually take it. (As wrong as that sounds...)

I aint trying to suck up to penguin either if that's what you are thinking.

Example:
My firstish model:


My models now after I used the harsh crit given too me by people like Penguin on modacity:



The first picture was a modification of the Halo 1 Sniper, the other two pictures are all from scratch. Both made from one little plane...

You see my point?
Edited by anonymous_2009 on Feb 16, 2010 at 04:29 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Feb 16, 2010 08:44 PM    Msg. 3891 of 12975       
Now that your skills in modeling are really good hunter, you need to get your skill in being creative up. :) (btw where is that wombat?)


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Feb 16, 2010 09:08 PM    Msg. 3892 of 12975       
Quote: --- Original message by: Geared
crit(and not from u penguin, i know what ur gonna say(it suks, not real enough,not original, it looks like poo, or something along those lines) and bear in mind those anims are my second time ever doing weapon anims.


To be completely honest, he has the best critique. So don't throw it away..


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Feb 16, 2010 09:33 PM    Msg. 3893 of 12975       


Geo
Joined: Mar 2, 2007


Posted: Feb 16, 2010 11:16 PM    Msg. 3894 of 12975       
Quote: --- Original message by: Newbkilla
Quote: --- Original message by: Geared
crit(and not from u penguin, i know what ur gonna say(it suks, not real enough,not original, it looks like poo, or something along those lines) and bear in mind those anims are my second time ever doing weapon anims.


To be completely honest, he has the best critique. So don't throw it away..


People will always debate whether this is true or not. Geared thinks hes being a dick just because he didn't sugar coat his crit.

My advice? Build a bridge and get over it.


Geared
Joined: Mar 6, 2009

EPI Creator


Posted: Feb 17, 2010 01:44 AM    Msg. 3895 of 12975       
no its when he says its horrible and doesnt give advice on how to make better is what i dont want to hear. i dont he was being an ars on the below post, its that his version fo "encouragement" is to tell u u stuff is worse then his poo...., and u gotta start all over, most of teh times iv seen him give non-concrete advice on improving.

Quote: The barrel and slide specifically. Perhaps the best way to fix it is to restart a few things since the actual shape of the barrel is wrong. Also why do you have screws on the grip of the gun? First of all you'd never see those details to begin with. Second of all they'd be taken care of in a normal map anyway. So you can do away with those.


the above is valid crit. thats what i want. real info on how to improve the model. and plus i wanted crit on my animations not really on the model. if u read i asked not to be told its horrible or its horrendous...i asked for REAL crit, such as problem spots etc. and the gun is pretty close to all the images iv seen, only thing is that indention on the barrel i added on the side and teh barrel being longer(both on purpose),trigger is bad, and the clip release lever(which i just noticed) which i had forgetten. Do u guys now understand what i mean...

/crit arguement


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Feb 17, 2010 01:21 PM    Msg. 3896 of 12975       
shut up friends.

This is a pointless argument. In the long run its up to you. If you don't think someone's criticism is valid for any reason, don't listen to it.

jeez


PenGuin1362
Joined: Feb 4, 2008


Posted: Feb 17, 2010 02:00 PM    Msg. 3897 of 12975       
Basically.

And you really need take another looks at your references and find better references. The barrel and slide are terribly off from what they should be, including the rear sight.

http://fc09.deviantart.net/fs14/f/2007/033/7/e/IMI_Desert_Eagle_by_Calzinger.jpg

http://media.photobucket.com/image/desert%20eagle/Pinetree09/DSC02729.jpg

http://www.kaliteliresimler.com/data/media/6/zel_yapm_tabancalar.jpg

looks at those closer to better understand the details and shape of barrel. That's all I'm finding for you, its up to you to find better ones. It should be your job to be finding these references


Advancebo
Joined: Jan 14, 2008


Posted: Feb 17, 2010 02:06 PM    Msg. 3898 of 12975       
Quote: --- Original message by: PenGuin1362
Basically.

And you really need take another looks at your references and find better references. The barrel and slide are terribly off from what they should be, including the rear sight.

http://fc09.deviantart.net/fs14/f/2007/033/7/e/IMI_Desert_Eagle_by_Calzinger.jpg

http://media.photobucket.com/image/desert%20eagle/Pinetree09/DSC02729.jpg

http://www.kaliteliresimler.com/data/media/6/zel_yapm_tabancalar.jpg

looks at those closer to better understand the details and shape of barrel. That's all I'm finding for you, its up to you to find better ones. It should be your job to be finding these references


I don't recall him saying he modeled a Desert Eagle.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Feb 17, 2010 04:58 PM    Msg. 3899 of 12975       
Geared, the animations look alright, but focus on the reload and make it faster and more of a successive slam into the gun (look at multiple pistol animations to get what I mean) and the firing needs to be faster and look like it punches back a little.


eldiablotmh
Joined: Jul 21, 2009


Posted: Feb 18, 2010 11:55 AM    Msg. 3900 of 12975       
Geared your animations aren't not that bad, nor they suck, there is a rather good base motion. Just don't be afraid to add more movement to the gun, as long as it doesn't look robotic or forced to move like so. You should "fix" the left hand during the firing and the fingers' positioning when reloading too. Oh and don't forget that you can move the right-hand's fingers too ;)

By the way: http://www.xfire.com/video/2232b2/

Criticism would be appreciated.
Edited by eldiablotmh on Feb 18, 2010 at 11:55 AM


cArray
Joined: Feb 7, 2010

Because I said so.


Posted: Feb 18, 2010 12:36 PM    Msg. 3901 of 12975       
Not bad; Origins are a bit too high up for my taste.

Fire - Looks strange; looks like the gun is moving forwards.
Reload (both full and empty) - Good. Could use a bit more force when shoving in the clip, but otherwise, it's good.
Throw grenade - You should pull the gun towards the left more; looks like it's bouncing a bit rather than a lot. Doesn't look like the right arm has enough room to throw the grenade.
Melee - The right hand is a bit too close to the screen. Move the gun further out a bit.


eldiablotmh
Joined: Jul 21, 2009


Posted: Feb 18, 2010 12:52 PM    Msg. 3902 of 12975       
Thanks for crit, I will for sure follow it. I completely agree either for the melee and the nade throw. As for the firing, I was messing out with the trigger.damage_effect and the camera going outward through temporary impulse plus the weapon and the arms going inward gives that strange effect...I will fix the trigger tag too. The origins look high on 4:3, they're good for 16:9 but I couldn't record at any kind of widescreen resolution, as I explained in the video description.

E: 16:9 origins http://img706.imageshack.us/img706/4251/garandorigins169.png

E2: Fixed some stuff: http://www.xfire.com/video/223628/
Edited by eldiablotmh on Feb 18, 2010 at 01:51 PM


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Feb 18, 2010 01:54 PM    Msg. 3903 of 12975       
the M1 garand seems entirely lacking in movement, and the recoil appears to be moving the wrong direction. Also, I suggest that you make your origins much closer to the center of the screen. It isn't good to have the gun way off to the right like that. Also, when you fire a real M1, it kicks pretty hard and makes a lot of sound.


GoldeNTacO
Joined: Sep 27, 2009

Stout Shako for 2 Refined


Posted: Feb 18, 2010 05:41 PM    Msg. 3904 of 12975       
The M1's magazine only contains 4 bullets


PenGuin1362
Joined: Feb 4, 2008


Posted: Feb 18, 2010 05:55 PM    Msg. 3905 of 12975       
No they fire 8 rounds. And as icee said, M1's kick pretty hard.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Feb 18, 2010 08:05 PM    Msg. 3906 of 12975       
they are also incredibly bulky and heavy. They're designed like melee weapons that just so happen to also shoot bullets. This should be taken into account when animating melees and such. The stock has a metal butt plate. Thats what I'd be smashing faces with if I were a ww2 infantryman.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Feb 18, 2010 09:42 PM    Msg. 3907 of 12975       
Quote: --- Original message by: ODX
Fuel Rod Gun Reload:
http://www.youtube.com/watch?v=K-035hFQU_g

Looks good as much as I can see. The only improvements would be for us to see how the front opens up and a better looking grip of the ammunition.


PenGuin1362
Joined: Feb 4, 2008


Posted: Feb 19, 2010 12:28 AM    Msg. 3908 of 12975       
Actually not as heavy as you'd think. I've fired one before and wasn't to bad. Trying to hold my scoped mosin was more of a task than holding that thing


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Feb 19, 2010 01:58 AM    Msg. 3909 of 12975       
Quote: --- Original message by: PenGuin1362
Actually not as heavy as you'd think. I've fired one before and wasn't to bad. Trying to hold my scoped mosin was more of a task than holding that thing


I've fired a mosin nagant, but when I was handed an M1 garand (didn't get to fire it, no ammo) I was shocked at how much heavier it is. Its just plain bulky


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Feb 19, 2010 02:08 AM    Msg. 3910 of 12975       
Quote: --- Original message by: eldiablotmh

Thanks for crit, I will for sure follow it. I completely agree either for the melee and the nade throw. As for the firing, I was messing out with the trigger.damage_effect and the camera going outward through temporary impulse plus the weapon and the arms going inward gives that strange effect...I will fix the trigger tag too. The origins look high on 4:3, they're good for 16:9 but I couldn't record at any kind of widescreen resolution, as I explained in the video description.

E: 16:9 origins http://img706.imageshack.us/img706/4251/garandorigins169.png

E2: Fixed some stuff: http://www.xfire.com/video/223628/
Edited by eldiablotmh on Feb 18, 2010 at 01:51 PM


Almost everything looks good to me. The only thing is the shooting animation seems like it's more like a downward thrust of the stock with little movement of the front of the gun going up. It seems like a see-saw where the left hand is the pivot. Make the back of the stock have little to no movement and have just the front of the gun pull up a little bit, and maybe have it recoil more.


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Feb 19, 2010 02:32 AM    Msg. 3911 of 12975       
Definitely need to fix the firing animation. The left arm seems to be responding as if the gun were being pulled forward. Make it have more of a backwards kick.


eldiablotmh
Joined: Jul 21, 2009


Posted: Feb 19, 2010 08:30 AM    Msg. 3912 of 12975       
You guys wouldn't believe the actual firing animations stars out like:
http://img641.imageshack.us/img641/8489/fire1.png
http://img251.imageshack.us/img251/6876/fire2h.png
And then it returns to origins rotating a bit. (yea, too lazy to upload a less than one second long render right now)
As I said before, the problem is in the trigger.damage_effect. I put a negative (and maybe too high) value in the temporary camera impulse pushback, so it looks like the gun doesn't move at all whereas the arms do. It's an easy fix though, and still thanks for having noticed it.


PenGuin1362
Joined: Feb 4, 2008


Posted: Feb 19, 2010 09:52 AM    Msg. 3913 of 12975       
Quote: --- Original message by: ICEE
I've fired a mosin nagant, but when I was handed an M1 garand (didn't get to fire it, no ammo) I was shocked at how much heavier it is. Its just plain bulky


perhaps it was because I had to sight in my scope without the assistance of something to rest it on...damn that sucked.

For the animation you should keep in mind what typically happens is the rifle is kicked into your shoulder and as a result your body jerks backwards and often upwards as well


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Feb 19, 2010 04:58 PM    Msg. 3914 of 12975       
Christ I can't even imagine doing that penguin (the scope thing)

Whether or not the gun is physically moving in max, it doesn't appear to be in game. Did you create the motion by moving the 'frame gun' node or the 'frame bone 24' bone? If you used framebone, keep in mind that halo does not interpret motion of frame bone, only rotation. In other words, if you use the move tool on frame bone 24, it will not move in game, however the rotation tool will work. Make your movements with frame gun every time.


CtrlAltDestroy
Joined: Feb 27, 2007

Zteam Leader


Posted: Feb 20, 2010 02:58 AM    Msg. 3915 of 12975       
Quote: keep in mind that halo does not interpret motion of frame bone, only rotation. In other words, if you use the move tool on frame bone 24, it will not move in game, however the rotation tool will work. Make your movements with frame gun every time.


stop using JMA and use JMM.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Feb 20, 2010 10:51 AM    Msg. 3916 of 12975       
Might still be processing, quality will improve:
http://www.youtube.com/watch?v=KUX2EPwRYW4

I do not want to hear ANY whining or moaning about ripped content. I animated it, he tagged it, we did a lot of work, and we had fun. Get over it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 20, 2010 11:03 AM    Msg. 3917 of 12975       
Loving the return to origin for the reload.


Spartan_094
Joined: Jan 8, 2008


Posted: Feb 20, 2010 02:27 PM    Msg. 3918 of 12975       
Quote: --- Original message by: ODX
Might still be processing, quality will improve:
http://www.youtube.com/watch?v=KUX2EPwRYW4

I do not want to hear ANY whining or moaning about ripped content. I animated it, he tagged it, we did a lot of work, and we had fun. Get over it.

ftfy

Yeah I will get around to shadering it in hce and post it sometime later today.

Also if you guys noticed the see threw spaces in the model, its just some faces arent flipped, dont come post the obvious
*cough* bo *cough* im sorry
Edited by Spartan_094 on Feb 20, 2010 at 02:31 PM


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Feb 20, 2010 04:57 PM    Msg. 3919 of 12975       
Not bad ODX. theres some parts that need smoothing out, and the melee needs a bit more emphasis. Overall not bad.


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Feb 20, 2010 06:00 PM    Msg. 3920 of 12975       
I think the firing has a tad too much kickback.

Quote: --- Original message by: eldiablotmh
You guys wouldn't believe the actual firing animations stars out like:
http://img641.imageshack.us/img641/8489/fire1.png
http://img251.imageshack.us/img251/6876/fire2h.png
And then it returns to origins rotating a bit. (yea, too lazy to upload a less than one second long render right now)
As I said before, the problem is in the trigger.damage_effect. I put a negative (and maybe too high) value in the temporary camera impulse pushback, so it looks like the gun doesn't move at all whereas the arms do. It's an easy fix though, and still thanks for having noticed it.


Don't move the shoulders back with the firing animation, keep them in place and let the IKs bend the elbows when the gun kicks back.
Edited by Marka Haiyana on Feb 20, 2010 at 06:02 PM

 
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