
Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Aug 12, 2011 06:50 PM
Msg. 9101 of 12975
ok that is annyoing i took it off my quote but holly crap guys >.> Edited by Hydrogen on Aug 13, 2011 at 01:39 AM
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HaloIsAHorribleGane
Joined: Nov 9, 2010
I'd rather play yahtzee
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Posted: Aug 12, 2011 08:01 PM
Msg. 9102 of 12975
Seriously?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 12, 2011 08:15 PM
Msg. 9103 of 12975
That pyramid is beautiful. :')
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Aug 12, 2011 09:41 PM
Msg. 9104 of 12975
Wow Dennis is gonna rape this thread so badly with his epic banhammer XD
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 12, 2011 09:51 PM
Msg. 9105 of 12975
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Aug 12, 2011 11:25 PM
Msg. 9106 of 12975
Quote: --- Original message by: JoshflighterQuote: --- Original message by: anonymous_2009Quote: --- Original message by: JoshflighterQuote: Triangles don't "clutter" the model, they show how the model is made up... These lines MAKE models and most forms of 3D art, so they are NOT useless. You are taking my words out of context and therefore butchering what I have said. When I say that they are useless, I am referring to when it is presented to other people. The extra lines are distracting. Most people will tell you to post a wire frame and then a shot with out a wire frame if you go on Poly Count or any other major forum. This is so that you first look at the non-wire frame model and get the idea and see if there are any bad parts to the model. Once you found them, you look at the wire frame to see if its the lighting/smoothing/ or topology that is creating the error. If you have the wire frame alone, it clutters the model if it is in to high of a poly count and distracts you from seeing all the bad things with the model. (Practicly what a Tri wire frame does compared to a normal wire frame). I don't understand why you are even arguing this point. You are basically saying its good to do extra work even though it has the same effect (or worse) compared to not going that extra mile. Both show the errors, only one distracts the viewer because it has double the wire frame line count or more. I apologies if I took what you said wrongly and mis-understood. I also apologies if you are taking my posts to be hostile and argumentative as i'm simply explaining, and not really directly arguing against you. I never said that a wireframe alone is wanted, of course a shaded render would be required as well. I'm talking about the actual build of the model, more than how it is rendered and presented. It is not extra work to cut in some edges to create the triangles, which may be required in order to create a good topology and to keep the triangles from being turned by external programs which may result in errors. A 12 sides polygon with no distinct and manually cut in edges / triangles can easily have smoothing errors and many other errors, where as if the triangles are cut in to how they are needed the edges can't turn and are controllable, and no errors occur. Without being hostile i'm going to say you are wrong by saying both show the errors. A wireframe with almost all of the triangles displayed also does not distract the viewer... not a viewer who is experienced and knows what to look for. It may distract someone new to 3D and overwhelm them, but that is it. I stand corrected in some parts of what you said. I understand what you are saying though a bit, i dont mean to sound like an ass
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Dark Neon
Joined: Jun 8, 2009
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Posted: Aug 13, 2011 12:50 AM
Msg. 9107 of 12975
By all means, don't stop with the quote pyramid. I want to see you all get banned.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Aug 13, 2011 02:31 AM
Msg. 9108 of 12975
Messages - spam - deleted
Next time, and you had better make sure there isn't one, all those involved will be treated as a spammer and will be erased and banned.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Aug 13, 2011 05:30 AM
Msg. 9109 of 12975
Sorry Dennis.
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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, 2011 11:34 AM
Msg. 9110 of 12975
Quote: --- Original message by: idltpQuote: --- Original message by: Jaz Sorry Dennis.
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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, 2011 11:36 AM
Msg. 9111 of 12975
Just realized that... Not happening...
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Contrary Smuglord
Joined: May 25, 2011
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Posted: Aug 13, 2011 01:11 PM
Msg. 9112 of 12975
Quote: --- Original message by: Skidrow925 Just realized that... Dennis is too beta to ban anybody Seems like it.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Aug 14, 2011 03:28 AM
Msg. 9113 of 12975
why did you use my post XD
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Dark Neon
Joined: Jun 8, 2009
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Posted: Aug 14, 2011 05:50 AM
Msg. 9114 of 12975
Because yours was the largest.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Aug 14, 2011 01:11 PM
Msg. 9115 of 12975
Quote: --- Original message by: Dark Neon Because yours was the largest. You forgot I quoted him
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antiblood
Joined: Jul 17, 2010
Hail satan, smoke mehth
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Posted: Aug 14, 2011 02:26 PM
Msg. 9116 of 12975
wow....just wow...
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teh lag
Joined: May 6, 2008
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Posted: Aug 15, 2011 01:13 PM
Msg. 9117 of 12975
In the interest of putting an actual weapon WIP on this page of the weapon WIP thread, and also in the interest of not bumping the CMT thread for a single measly animation set, I'm posting this here. CMT SPV3 - Needler ReduxQuote: Work-in-progress, tell me what youse peoples thinks.
The reload motion was inspired by Reach's Concussion Rifle and Needle Rifle reloads; I wanted to take CAD's original concept and use it to make the Needler feel like a more heavy weapon. I think I did okay though I think it's maybe a bit too bouncy. Whee.
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Wesker
Joined: Jun 8, 2011
Your Future Hinges upon This Fight!!!
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Posted: Aug 15, 2011 06:17 PM
Msg. 9118 of 12975
so cad is back :D
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Aug 16, 2011 04:31 AM
Msg. 9119 of 12975
OMG.
THAT IS SICK! That is seriously, the most awesome needler I've ever seen. Cept for the Reach one.
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HaloIsAHorribleGane
Joined: Nov 9, 2010
I'd rather play yahtzee
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Posted: Aug 16, 2011 04:48 AM
Msg. 9120 of 12975
Ain't bad but the made toss doesn't strike my fancy. Reach has spoiled me I guess
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 20, 2011 11:27 PM
Msg. 9121 of 12975
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Bobblehob
Joined: Aug 29, 2010
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Posted: Aug 21, 2011 12:02 AM
Msg. 9122 of 12975
Quote: --- Original message by: HaloIsAHorribleGane Ain't bad but the made toss doesn't strike my fancy. Reach has spoiled me I guess Wait... a Halo game impressed you!? ;D @Spartan314 Not bad for a first, the recoil should be sharp, much quicker than what you have. Also, the ready animation is way to robotic, needs to be a more fluid movement, watch some Reach DMR videos, and you should get a better idea. Ill reserve judgement on the reload because you said you would improve it already :P
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Amazingcuziam
Joined: Apr 16, 2010
Sup.
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Posted: Aug 21, 2011 12:03 AM
Msg. 9123 of 12975
Choppy video is choppy, can't crit it, because it seems like you hand animated every frame, intentionally trying to make it so choppy (yeah, it's that bad.). Also, the bolt on the side of the rifle (YOU KNOW THE ONE?) is supposed to move, when you fire, not sit still. So, let me get this straight; 'FRMT' is having you do their FP anims, even though you've never animated before? Genius idea, they never were that clever though, I guess. <-- not a fan of your origins either. But, then again, 'FRMT' is anti-amazingcuziam, so I don't need to be kind, right?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 21, 2011 01:13 AM
Msg. 9124 of 12975
Quote: --- Original message by: AmazingcuziamChoppy video is choppy, can't crit it, because it seems like you hand animated every frame, intentionally trying to make it so choppy (yeah, it's that bad.). Also, the bolt on the side of the rifle (YOU KNOW THE ONE?) is supposed to move, when you fire, not sit still. So, let me get this straight; 'FRMT' is having you do their FP anims, even though you've never animated before? Genius idea, they never were that clever though, I guess. <-- not a fan of your origins either. But, then again, 'FRMT' is anti-amazingcuziam, so I don't need to be kind, right? Anti-Amazingcuziam? Since when? As for the video... it's the best I got. I don't know how to render animations and slap em together to make a vid. I did make the bolt move. But I'm confused as to why it's not moving in the game... The choppiness, well, I'm trying to make use of the curve editor, but it's too complicated, so I'll take a lesson on that when I've got a full set. Now that I do, I can research it, and make them smoother. My origins suck, yes, but I posted on the forum, people gave me info on what to fix, and that's how it turned out. Too late to fix that now, unless I completely redo my animations, which I don't want to do until I can get these to a standard. (Probably will take a very long time...) Since FRMT didn't have a full time animator, I thought why not, and started to learn. Reminder that this is my FIRST EVER weapon that I've ever animated. Heck, it's my first ever anything that I've animated.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Aug 21, 2011 02:22 AM
Msg. 9125 of 12975
herp derp. Doing this for teh lulz. And practice. dumb god damned halo3 arms...
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Aug 21, 2011 08:09 AM
Msg. 9126 of 12975
What happened to the relaod :S He just taps the bottom of the clip...
And the firing affect is poor, there is no recoil at all... he just slowly pulls the weapon back and then forward.
The ready animation is also poor, he just pulls is straight up from which looks like his stomach, should come up from an angle a bit...
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Amazingcuziam
Joined: Apr 16, 2010
Sup.
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Posted: Aug 21, 2011 08:43 AM
Msg. 9127 of 12975
Quote: --- Original message by: Spartan314Quote: --- Original message by: AmazingcuziamChoppy video is choppy, can't crit it, because it seems like you hand animated every frame, intentionally trying to make it so choppy (yeah, it's that bad.). Also, the bolt on the side of the rifle (YOU KNOW THE ONE?) is supposed to move, when you fire, not sit still. So, let me get this straight; 'FRMT' is having you do their FP anims, even though you've never animated before? Genius idea, they never were that clever though, I guess. <-- not a fan of your origins either. But, then again, 'FRMT' is anti-amazingcuziam, so I don't need to be kind, right? Anti-Amazingcuziam? Since when? As for the video... it's the best I got. I don't know how to render animations and slap em together to make a vid. I did make the bolt move. But I'm confused as to why it's not moving in the game... The choppiness, well, I'm trying to make use of the curve editor, but it's too complicated, so I'll take a lesson on that when I've got a full set. Now that I do, I can research it, and make them smoother. My origins suck, yes, but I posted on the forum, people gave me info on what to fix, and that's how it turned out. Too late to fix that now, unless I completely redo my animations, which I don't want to do until I can get these to a standard. (Probably will take a very long time...) Since FRMT didn't have a full time animator, I thought why not, and started to learn. Reminder that this is my FIRST EVER weapon that I've ever animated. Heck, it's my first ever anything that I've animated. anti-Amazingcuziam, since all of your leaders dislike me (if my memory serves, it's been a while) and I dislike them. It doesn't make for a good relationship.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 21, 2011 04:03 PM
Msg. 9128 of 12975
Quote: --- Original message by: anonymous_2009 What happened to the relaod :S He just taps the bottom of the clip...
And the firing affect is poor, there is no recoil at all... he just slowly pulls the weapon back and then forward.
The ready animation is also poor, he just pulls is straight up from which looks like his stomach, should come up from an angle a bit... I kinda scrapped up a reload... I'mma fix that today. Firing will be fixed, and ready will be fixed. Thanks.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Aug 21, 2011 09:45 PM
Msg. 9129 of 12975
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Aug 21, 2011 11:36 PM
Msg. 9130 of 12975
It's pretty choppy. The animations need to flow together.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Aug 21, 2011 11:45 PM
Msg. 9131 of 12975
Quote: --- Original message by: Sergeant 1337 It's pretty choppy. The animations need to flow together. ill work on it. i guess. Curveeditor smoooth tangents ftw.
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teh lag
Joined: May 6, 2008
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Posted: Aug 22, 2011 12:01 AM
Msg. 9132 of 12975
Quote: --- Original message by: Spartan 279Quote: --- Original message by: Sergeant 1337 It's pretty choppy. The animations need to flow together. ill work on it. i guess. Curveeditor smoooth tangents ftw. That may help but it won't be enough and honestly I think relying entirely on a particular means of keyframe interpolation this early on is a bit of using a crutch. You need to work on your timing and consider how you're using the frames you've allocated. You're spending too much time just hovering around poses with neither significant motion going pose-to-pose or in-between animation idling around a pose responding to previous motions. Editing curves can make good ideas be executed better but I'd say your "ideas" aren't well-defined enough for it to be appreciably useful. Don't get discouraged but keep in mind that good animations take serious effort. Edited by teh lag on Aug 22, 2011 at 12:04 AM
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Aug 22, 2011 12:15 AM
Msg. 9133 of 12975
Quote: --- Original message by: teh lagQuote: --- Original message by: Spartan 279Quote: --- Original message by: Sergeant 1337 It's pretty choppy. The animations need to flow together. ill work on it. i guess. Curveeditor smoooth tangents ftw. That may help but it won't be enough and honestly I think relying entirely on a particular means of keyframe interpolation this early on is a bit of using a crutch. You need to work on your timing and consider how you're using the frames you've allocated. You're spending too much time just hovering around poses with neither significant motion going pose-to-pose or in-between animation idling around a pose responding to previous motions. Editing curves can make good ideas be executed better but I'd say your "ideas" aren't well-defined enough for it to be appreciably useful. Don't get discouraged but keep in mind that good animations take serious effort. Edited by teh lag on Aug 22, 2011 at 12:04 AM TBH All that fancy talk confused me. I know it takes effort, but hey, theres only so much I can do.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Aug 22, 2011 07:58 AM
Msg. 9134 of 12975
Quote: --- Original message by: AmazingcuziamChoppy video is choppy, can't crit it, because it seems like you hand animated every frame, intentionally trying to make it so choppy (yeah, it's that bad.). Also, the bolt on the side of the rifle (YOU KNOW THE ONE?) is supposed to move, when you fire, not sit still. So, let me get this straight; 'FRMT' is having you do their FP anims, even though you've never animated before? Genius idea, they never were that clever though, I guess. <-- not a fan of your origins either. But, then again, 'FRMT' is anti-amazingcuziam, so I don't need to be kind, right? i never said i hated you but i was just pissed thats all.
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6thLoneWolf
Joined: Mar 1, 2011
i'm a newbie :B
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Posted: Aug 22, 2011 03:53 PM
Msg. 9135 of 12975
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