
ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Aug 12, 2010 06:52 PM
Msg. 5846 of 12975
Yes I understand "they're the players who play the game" but a lot of the time that's a bad excuse to listen to them because when you do you're probably sacrificing a lot of real quality in your animation to please the public.
Sure, it's something you always want to strive for (pleasing them), but listening to your fellow peers in the art is always your priority. Chances are they'll notice something off anyway before the public does.
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Aug 12, 2010 07:07 PM
Msg. 5847 of 12975
Quote: --- Original message by: ODXQuote: --- Original message by: Corvette19 I also really don't care about your "experience as an animator" that you apparently like to bring up because I see it in like 75% of your posts... I don't recall me ever 'bragging' or saying much about my animating experience. I only [perhaps] do so when people on Xfire or Youtube (CS:S animators included) start to piss me off because they don't listen to me and they live in their little fantasy world thinking "Oh my origins and animations are fine! Everyone loves them!" because truth be told they're horrible. I'm trying to help you, because I know what I'm talking about. I've said it before and this is just one of those other things I can never stress enough: ignore praise from 'nobodies' and try to focus mainly on the critique you get from other people who are exposed and experienced in the art. I'm not acting supreme by saying 'nobodies' either, I'm mainly referring to those random people on your Youtube who go "OMG SO COOL THIS IS AWESOME BETTER THEN BUNGIE/INFINITY WARD/ETC." Sure, their comments are nice and they have good intention (I have almost nothing against those people), but listening to them isn't going to get you anywhere. Okay I'm getting preeety sick of you. What makes you think that you're not a nobody? Are you on the level of the animators at DICE, Bungie, or any of those dedicated video game companies? Do you have years of experience working with the latest and greatest 3ds Max or Maya? Do you have years of experience interacting and working with other animators to create an astounding piece of art? Those people are somebody, and have a helluva lot of experience than you. Lemme tell you, your 'whatever' experience with the Halo game engine does not count, because it is old and outdated. True animators and game corporations don't give a flying piece of crap about your 2 years experience working with outdated game engines and outdated software. You have no right to say that you are all 'that' because I'm fairly sure that your about half of what you think you are. If you truly are as experienced as you think you are, don't think twice to show me, but I doubt that's gonna change that you're being a complete jackass about all of this. Corvette doesn't have to take any suggestions from you, nor should he be obliged to think that you're a 'somebody' because I sincerely doubt that you are. The only difference between you and those nobody's who go "OMG SO COOL THIS IS AWESOME BETTER THEN BUNGIE/INFINITY WARD/ETC." is that you are cockier than all of them. Now, since every time I open my mouth on any forum, people retaliate with "LIKE YOUR ANY BETTER N000BZ", I'm going to save my fingers and give a comeback to that right now. No, I'm not good and I'm probably at the bottom of all the animators here. My last posted animation consisted of a half-assed copy of the Assault Rifle pickup animation from Halo Reach crossed with Teh-Lags BR ready animation.
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Corvette19
Joined: Feb 27, 2007
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Posted: Aug 12, 2010 07:09 PM
Msg. 5848 of 12975
@Doan. Dude, I'm aware. I'm aware yall don't like them. Thanks for telling me what's wrong etc. But I honestly don't care to fix it. That's what I was trying to say..
@ODX I just think it's funny when you say "As an animator (words)" I've seen it a couple times xD
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HDoan
Joined: Feb 19, 2007
"'Tis only happens to them Asians" - ODX 2008
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Posted: Aug 12, 2010 07:12 PM
Msg. 5849 of 12975
Quote: --- Original message by: Corvette19 @Doan. Dude, I'm aware. I'm aware yall don't like them. Thanks for telling me what's wrong etc. But I honestly don't care to fix it. That's what I was trying to say..
@ODX I just think it's funny when you say "As an animator (words)" I've seen it a couple times xD I understand that but you should really try to fix those things. Bad finger placement tends to become bad practice and becomes a habit especially when you're actually adding in finger movements. Also rotate the gun down slightly (Not too much) and move it down a bit. that little gap is a bit... odd.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Aug 12, 2010 07:24 PM
Msg. 5850 of 12975
Quote: --- Original message by: ODX Yes I understand "they're the players who play the game" but a lot of the time that's a bad excuse to listen to them because when you do you're probably sacrificing a lot of real quality in your animation to please the public.
Sure, it's something you always want to strive for (pleasing them), but listening to your fellow peers in the art is always your priority. Chances are they'll notice something off anyway before the public does. That is true. So like I said (I think so anyway if not sorry) You want to get input from a good mix of people. Modelers, animators, and game players. Then it will come out very well. -Skidrow Quote:
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: Aug 12, 2010 07:32 PM
Msg. 5851 of 12975
Quote: --- Original message by: AGLionQuote: --- Original message by: ODXQuote: --- Original message by: Corvette19 I also really don't care about your "experience as an animator" that you apparently like to bring up because I see it in like 75% of your posts... I don't recall me ever 'bragging' or saying much about my animating experience. I only [perhaps] do so when people on Xfire or Youtube (CS:S animators included) start to piss me off because they don't listen to me and they live in their little fantasy world thinking "Oh my origins and animations are fine! Everyone loves them!" because truth be told they're horrible. I'm trying to help you, because I know what I'm talking about. I've said it before and this is just one of those other things I can never stress enough: ignore praise from 'nobodies' and try to focus mainly on the critique you get from other people who are exposed and experienced in the art. I'm not acting supreme by saying 'nobodies' either, I'm mainly referring to those random people on your Youtube who go "OMG SO COOL THIS IS AWESOME BETTER THEN BUNGIE/INFINITY WARD/ETC." Sure, their comments are nice and they have good intention (I have almost nothing against those people), but listening to them isn't going to get you anywhere. Okay I'm getting preeety sick of you. What makes you think that you're not a nobody? Are you on the level of the animators at DICE, Bungie, or any of those dedicated video game companies? Do you have years of experience working with the latest and greatest 3ds Max or Maya? Do you have years of experience interacting and working with other animators to create an astounding piece of art? Those people are somebody, and have a helluva lot of experience than you. Lemme tell you, your 'whatever' experience with the Halo game engine does not count, because it is old and outdated. True animators and game corporations don't give a flying piece of crap about your 2 years experience working with outdated game engines and outdated software. You have no right to say that you are all 'that' because I'm fairly sure that your about half of what you think you are. If you truly are as experienced as you think you are, don't think twice to show me, but I doubt that's gonna change that you're being a complete jackass about all of this. Corvette doesn't have to take any suggestions from you, nor should he be obliged to think that you're a 'somebody' because I sincerely doubt that you are. The only difference between you and those nobody's who go "OMG SO COOL THIS IS AWESOME BETTER THEN BUNGIE/INFINITY WARD/ETC." is that you are cockier than all of them. Now, since every time I open my mouth on any forum, people retaliate with "LIKE YOUR ANY BETTER N000BZ", I'm going to save my fingers and give a comeback to that right now. No, I'm not good and I'm probably at the bottom of all the animators here. My last posted animation consisted of a half-assed copy of the Assault Rifle pickup animation from Halo Reach crossed with Teh-Lags BR ready animation. true animators also animate things other than 1st person weapons. and dabble into things like traditional animation.. I'm willing to bet almost nobody here has ever heard of the squash and stretch technique, the most BASIC of animation techniques.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Aug 12, 2010 07:49 PM
Msg. 5852 of 12975
I've heard of it and done a bit myself, mainly just the 'bouncing ball' one though that most people probably know. Last time I tried it (a few days ago actually) I was kind of amazed at how my skills in 3D animation were able to be carried over to 2D animation in the form of proper timing and perhaps even weight and a bit of my style even.
@AGLion: What I'm speaking about is raw talent in the art. It doesn't matter if I'm putting them into an 'outdated' engine, what matters if that I'm doing the exact same animations [for a full set per weapon] that they are, and I'm even using similar rigs (mesh wise) as well as weapons that they are.
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Stagnant
Joined: Jul 11, 2010
-Everything (Somewhat Inactive)- UDK is beast
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Posted: Aug 12, 2010 09:20 PM
Msg. 5853 of 12975
Quote: --- Original message by: Marka Haiyana
*snip*
true animators also animate things other than 1st person weapons. and dabble into things like traditional animation.. I'm willing to bet almost nobody here has ever heard of the squash and stretch technique, the most BASIC of animation techniques. I have, I even got graded making animations using them. @The other argument. ODX has some talent. He is a good animator, but that doesn't mean that you should always do what he says. He usually gives good advice though. You should take his advice while taking other advice from everyone else. He has his style and often gives crit based on his style. This isn't a bad thing, but eventually you should create your own style and animate off that. While you want people to like your anims, you should make something that you feel happy about. Edited by Stagnant on Aug 12, 2010 at 09:24 PM
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Aug 12, 2010 09:33 PM
Msg. 5854 of 12975
ICEE pointed out I used to do that to him a lot, and I'm trying to stop.
Lately I think I have, and have narrowed down my critique to simple things such as awkward movements, movements not fitting in to the overall flow of the animation set (ask Doan, I just did this with him a bit where his reload's return to origin was rough and all the others were nicer), alongside giving advice on how to fix things in general without trying to force them into how I animate.
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HDoan
Joined: Feb 19, 2007
"'Tis only happens to them Asians" - ODX 2008
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Posted: Aug 12, 2010 10:03 PM
Msg. 5855 of 12975
^ He speaks the truth.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Aug 13, 2010 03:18 AM
Msg. 5856 of 12975
sounds like a happy ending to me
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Aug 13, 2010 05:22 AM
Msg. 5857 of 12975
You people SERIOUSLY need to stop crying over crit... its there to help you,, especially when given from a person with far more experience or skill in the subject at hand.
You'll sound like babies.
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ThetianSoldier
Joined: May 15, 2010
Keyboard not found! Press any key to continue...
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Posted: Aug 13, 2010 06:22 AM
Msg. 5858 of 12975
What is that, like, 3 arguments over the same weapon? I feel special :3
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Aug 13, 2010 06:25 AM
Msg. 5859 of 12975
Quote: --- Original message by: ThetianSoldier What is that, like, 3 arguments over the same weapon? I feel special :3 1. Is it a SOPMOD? 2. What counts as a SOPMOD? 3. Weird thumb position. 4. Whether said thumb should be fixed. I count 4, you should feel special.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Aug 13, 2010 07:29 AM
Msg. 5860 of 12975
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Aug 13, 2010 08:13 AM
Msg. 5861 of 12975
I started the whole sopmod thing. -An hero- Anyone have anything else to show off?
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Aug 13, 2010 10:32 AM
Msg. 5862 of 12975
shoop da whoop, ima firin mah lazor. Blahhhhhrg, anyone remember the darth vader one? Then the bikini girl, then hunters elephant, now this lol.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Aug 13, 2010 11:01 AM
Msg. 5863 of 12975
EPIC
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2010 12:21 PM
Msg. 5864 of 12975
http://www.youtube.com/watch?v=m0uRvc3Qb60This video's actually an older render that I had sitting on my desktop, doesn't include the other animations. That's because I'm currently trying to get these animations to export correctly. I'm showing this off for any last minute crit because I'm stuck messing with these until they decide to appear ingame. Model: GRUNTS Animations: Gamma927 Arm has been rotated, per ODX's instruction, and the little thing you see in the throw grenade animation in the bottom right is a shadow from the left arm.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Aug 13, 2010 12:59 PM
Msg. 5865 of 12975
Give me the fp.model_animations for your newest animations, and the model as well.
I'm just going to import them all into the same scene and then export them all out, so we can know for sure it isn't the animations.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Aug 13, 2010 01:29 PM
Msg. 5866 of 12975
Quote: --- Original message by: Cocaine I started the whole sopmod thing. -An hero- Anyone have anything else to show off? Actually I kinda started it by pointing out that it wasn't an SOPMOD. Quote: --- Original message by: AGLionQuote: --- Original message by: ThetianSoldier What is that, like, 3 arguments over the same weapon? I feel special :3 1. Is it a SOPMOD? 2. What counts as a SOPMOD? 3. Weird thumb position. 4. Whether said thumb should be fixed. I count 4, you should feel special. Quote: 1. Is it a SOPMOD? The orig picture was not. Quote: 2. What counts as a SOPMOD? I can't even remember. Quote: 3. Weird thumb position. I saw nothing wrong with it. That is almost exactly how I hold my shotgun. Quote: 4. Whether said thumb should be fixed. No input. Quote: I count 4, you should feel special. Hmm... You can count to four... Congrats... I really shouldn't have pointed out that it wasn't SOPMOD... -Skidrow Edited by Skidrow925 on Aug 13, 2010 at 01:31 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Aug 13, 2010 01:45 PM
Msg. 5867 of 12975
Nice model and anims, just needs to be textutred. How does it looks in game ?
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HDoan
Joined: Feb 19, 2007
"'Tis only happens to them Asians" - ODX 2008
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Posted: Aug 13, 2010 01:59 PM
Msg. 5868 of 12975
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 13, 2010 03:01 PM
Msg. 5869 of 12975
Quote: --- Original message by: bourrin33Nice model and anims, just needs to be textutred. How does it looks in game ? model by grunts,its already unwrapped to reach's textures and will be reskinned by Veex
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eldiablotmh
Joined: Jul 21, 2009
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Posted: Aug 13, 2010 06:42 PM
Msg. 5870 of 12975
Looks good enough, the ready is pretty much standard but it does its job, just like the throw-grenade. Melee seems okay, although I would have emphasized more the melee keyframe (best way I had to refer to the "frame when the hit should take place"), or just had a return from that frame going inward (toward the camera) instead of getting out of the screen by "falling down". The reload seems to be the one I like less - it is rather unforceful and the mag-out happens out of the screen (not so pleasant visually-wise), as the sniper goes down independently of the force which should have been put to take away the magazine. Adding the so-said "floppy bipod", even if I'm not that a fan of it, would help giving the animation some overall fluency too. Well, tried to explain my crit as better as I could. Hope it helps, if you happen to take it into consideration.
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Geared
Joined: Mar 6, 2009
EPI Creator
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Posted: Aug 13, 2010 08:59 PM
Msg. 5871 of 12975
anyone want a nailgun? 
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iizahsum
Joined: Jun 22, 2008
Lacks enthusiasm
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Posted: Aug 13, 2010 09:02 PM
Msg. 5872 of 12975
Quote: Geared on Today @ 08:59 PM anyone want a nailgun? Yes.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2010 09:09 PM
Msg. 5873 of 12975
Quote: --- Original message by: eldiablotmhLooks good enough, the ready is pretty much standard but it does its job, just like the throw-grenade. Melee seems okay, although I would have emphasized more the melee keyframe (best way I had to refer to the "frame when the hit should take place"), or just had a return from that frame going inward (toward the camera) instead of getting out of the screen by "falling down". The reload seems to be the one I like less - it is rather unforceful and the mag-out happens out of the screen (not so pleasant visually-wise), as the sniper goes down independently of the force which should have been put to take away the magazine. Adding the so-said "floppy bipod", even if I'm not that a fan of it, would help giving the animation some overall fluency too. Well, tried to explain my crit as better as I could. Hope it helps, if you happen to take it into consideration. The floppy bipod was something I wanted to do, but was unable to, as the carrying handle is linked directly to the bipod. Moving the bipod would cause the handle to clip through the barrel - something I'm not eager to do. As for the reload, there's a story about this one :D Yoko wanted a simple Halo 3 reload, which I did do. Then, ODX showed me a video with the new Halo Reach sniper reload animation, so I tweaked the reload to match that. It was, admittedly, difficult to do a sideways clip out without raising the gun far above the head, or angling it in a way such that it didn't reflect the weight of the weapon. But thanks for the feedback! I'll be sure to continue to experiment with the reload as well as make the melee more forceful.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Aug 13, 2010 09:10 PM
Msg. 5874 of 12975
O_O
I can haz Nailgun?
ALSO! CHAINSAW PL0X! Someone needs to make a Chainsaw. You can never be too ready for the Zombie Apocalypse...
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Aug 13, 2010 10:10 PM
Msg. 5875 of 12975
meh, i was bored. 
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Solocord
Joined: May 30, 2008
im what happens when you play with fire.
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Posted: Aug 13, 2010 10:15 PM
Msg. 5876 of 12975
Quote: --- Original message by: Gearedanyone want a nailgun?  question. can you make that in a turret? i wanna see what it'd be like for the cheif to shoot people with a nailgun turret XD. Edited by Solocord on Aug 13, 2010 at 10:15 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Aug 13, 2010 10:16 PM
Msg. 5877 of 12975
...You're using Urban Camo.... in the desert.... *facepalm*
XD jk
Almost mind-numbingly simple, but despite the fact, is no less awesome. Nice work, although perhaps an underslung shotgun and green digital display would be in order?
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Aug 13, 2010 10:22 PM
Msg. 5878 of 12975
aye.
how would i view the indexes for each number on the number bitmap in gimp? Edited by abkarch on Aug 13, 2010 at 10:50 PM
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Aug 13, 2010 11:02 PM
Msg. 5879 of 12975
Quote: --- Original message by: abkarch
aye.
how would i view the indexes for each number on the number bitmap in gimp? Edited by abkarch on Aug 13, 2010 at 10:50 PM the index thing is inside of halo. outside halo, its done by putting each number in the same imagine in a strip, and separating each number with pure blue (r 0, g 0, b 255). can somebody extract and post the numbers bitmap for abkarch? i was certain i had it but after digging around for 10 minutes i cant seem to find it... E: duh i forgot i uploaded this to my photobucket a while back when giving this exact same explanation this is how you separate the images in the .tif file. when you compile in tool it will automatically set the indexes when it looks at the blue (of course this also means you need to make sure you never use r0 g0 b255 blue anywhere but on that separating boarder). the assault rifle's compass follows this exact same concept. just make sure to keep the black squares with the numbers in them a power of two dimension, otherwise bad things happen. DONT use the one i posted though because photobucket made it a .jpg, which will mess up the colors. download the bitmap extractor on this site and use that on the .bitmap file in the assault rifle directory Edited by Donut on Aug 13, 2010 at 11:07 PM
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Aug 13, 2010 11:06 PM
Msg. 5880 of 12975
i have the numbers bitmap, but it doesnt want to colorize D:< halp? or does anyone have a green one?
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