
R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Mar 21, 2016 12:42 AM
Msg. 8261 of 9951
for what it's worth those animations are a good starting point, but I think it's pretty obvious you're not using IK controllers for those movements, considering how jittery the body motion is by comparison.
I would also maybe suggest using some sort of reference point for where the feet are supposed to move to, considering they don't seem to flatten out when hitting the ground. Try adding a flat plane that's about 2x bigger than your character and freezing it.
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Halonimator
Joined: Dec 15, 2014
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Posted: Mar 21, 2016 01:28 AM
Msg. 8262 of 9951
Quote: --- Original message by: R93_Sniper for what it's worth those animations are a good starting point, but I think it's pretty obvious you're not using IK controllers for those movements, considering how jittery the body motion is by comparison.
I would also maybe suggest using some sort of reference point for where the feet are supposed to move to, considering they don't seem to flatten out when hitting the ground. Try adding a flat plane that's about 2x bigger than your character and freezing it. Video tut?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Mar 21, 2016 10:18 AM
Msg. 8263 of 9951
Quote: --- Original message by: HalonimatorQuote: --- Original message by: R93_Sniper for what it's worth those animations are a good starting point, but I think it's pretty obvious you're not using IK controllers for those movements, considering how jittery the body motion is by comparison.
I would also maybe suggest using some sort of reference point for where the feet are supposed to move to, considering they don't seem to flatten out when hitting the ground. Try adding a flat plane that's about 2x bigger than your character and freezing it. Video tut? Dude. Open animation tab. IK controller is right there. Select foot, select shoulder, done. And if you don't know how to create and freeze a plane, god help you.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Mar 21, 2016 11:28 AM
Msg. 8264 of 9951
Quote: --- Original message by: sparkyQuote: --- Original message by: Skidrow925 And if you don't know how to create and freeze a plane, god help you. Is that before or after takeoff? i contributedEdited by sparky on Mar 21, 2016 at 11:21 AM After, duh, everyone knows that.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Mar 21, 2016 04:53 PM
Msg. 8265 of 9951
Quote: --- Original message by: HalonimatorQuote: --- Original message by: R93_Sniper for what it's worth those animations are a good starting point, but I think it's pretty obvious you're not using IK controllers for those movements, considering how jittery the body motion is by comparison.
I would also maybe suggest using some sort of reference point for where the feet are supposed to move to, considering they don't seem to flatten out when hitting the ground. Try adding a flat plane that's about 2x bigger than your character and freezing it. Video tut? https://www.youtube.com/watch?v=xpdIP91iSq0 For IK, same principles apply to legs. As for the second part Quote: --- Original message by: Skidrow925 And if you don't know how to create and freeze a plane, god help you. Edited by R93_Sniper on Mar 21, 2016 at 04:54 PM
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Halonimator
Joined: Dec 15, 2014
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Posted: Mar 21, 2016 05:08 PM
Msg. 8266 of 9951
Quote: --- Original message by: R93_SniperQuote: --- Original message by: HalonimatorQuote: --- Original message by: R93_Sniper for what it's worth those animations are a good starting point, but I think it's pretty obvious you're not using IK controllers for those movements, considering how jittery the body motion is by comparison.
I would also maybe suggest using some sort of reference point for where the feet are supposed to move to, considering they don't seem to flatten out when hitting the ground. Try adding a flat plane that's about 2x bigger than your character and freezing it. Video tut? https://www.youtube.com/watch?v=xpdIP91iSq0 For IK, same principles apply to legs. As for the second part Quote: --- Original message by: Skidrow925 And if you don't know how to create and freeze a plane, god help you. Edited by R93_Sniper on Mar 21, 2016 at 04:54 PM But now i cant rotate the nodes. Almost finished ai: https://www.youtube.com/watch?v=k-67o6aM-F4&feature=youtu.be New bipeds: Primordial Gravemind h2-h3 Prometheans Pure floods New combat forms Flying flood forms New sentinels Recreated Brutes and drones And truth Edited by Halonimator on Mar 21, 2016 at 05:09 PM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Mar 21, 2016 06:01 PM
Msg. 8267 of 9951
Quote: --- Original message by: HalonimatorQuote: --- Original message by: R93_SniperQuote: --- Original message by: HalonimatorQuote: --- Original message by: R93_Sniper for what it's worth those animations are a good starting point, but I think it's pretty obvious you're not using IK controllers for those movements, considering how jittery the body motion is by comparison.
I would also maybe suggest using some sort of reference point for where the feet are supposed to move to, considering they don't seem to flatten out when hitting the ground. Try adding a flat plane that's about 2x bigger than your character and freezing it. Video tut? https://www.youtube.com/watch?v=xpdIP91iSq0 For IK, same principles apply to legs. As for the second part Quote: --- Original message by: Skidrow925 And if you don't know how to create and freeze a plane, god help you. Edited by R93_Sniper on Mar 21, 2016 at 04:54 PM But now i cant rotate the nodes. Almost finished ai: https://www.youtube.com/watch?v=k-67o6aM-F4&feature=youtu.be New bipeds: Primordial Gravemind h2-h3 Prometheans Pure floods New combat forms Flying flood forms New sentinels Recreated Brutes and drones And truth Edited by Halonimator on Mar 21, 2016 at 05:09 PM Rotating nodes is FK(forward kinematics) the whole point of IK(inverse kinematics) is to have the nodes automatically based off of a given point, the IK controller. That blue cross thing that appears is your controller, and it has a blue line to your "shoulder" joint. The "hand/foot" location is positioned by rotating the "knee/elbow" node and the "sjoulder/knee" node. tl;dr, don't move the nodes just the IK controller, the hierarchy will position itself accordingly.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 21, 2016 07:36 PM
Msg. 8268 of 9951
Quote: --- Original message by: HalonimatorQuote: --- Original message by: R93_SniperQuote: --- Original message by: HalonimatorQuote: --- Original message by: R93_Sniper for what it's worth those animations are a good starting point, but I think it's pretty obvious you're not using IK controllers for those movements, considering how jittery the body motion is by comparison.
I would also maybe suggest using some sort of reference point for where the feet are supposed to move to, considering they don't seem to flatten out when hitting the ground. Try adding a flat plane that's about 2x bigger than your character and freezing it. Video tut? https://www.youtube.com/watch?v=xpdIP91iSq0 For IK, same principles apply to legs. As for the second part Quote: --- Original message by: Skidrow925 And if you don't know how to create and freeze a plane, god help you. Edited by R93_Sniper on Mar 21, 2016 at 04:54 PM But now i cant rotate the nodes. Almost finished ai: https://www.youtube.com/watch?v=k-67o6aM-F4&feature=youtu.be New bipeds: Primordial Gravemind h2-h3 Prometheans Pure floods New combat forms Flying flood forms New sentinels Recreated Brutes and drones And truth Edited by Halonimator on Mar 21, 2016 at 05:09 PM Yes yes! Tell us all your plans and keep nothing sacred for ce3 2kfinal16.
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Halonimator
Joined: Dec 15, 2014
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Posted: Mar 21, 2016 09:06 PM
Msg. 8269 of 9951
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sshers4
Joined: Apr 28, 2013
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Posted: Mar 26, 2016 01:15 PM
Msg. 8270 of 9951
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Mar 26, 2016 01:28 PM
Msg. 8271 of 9951
This looks amazing! Is it for Contingency? Or Eldewrido?
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sshers4
Joined: Apr 28, 2013
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Posted: Mar 26, 2016 02:59 PM
Msg. 8272 of 9951
Quote: --- Original message by: altis94 This looks amazing! Is it for Contingency? Or Eldewrido? halo ce.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 26, 2016 04:07 PM
Msg. 8273 of 9951
Hate to burst your bubble but that is not going into ce.
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Halonimator
Joined: Dec 15, 2014
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Posted: Mar 26, 2016 04:28 PM
Msg. 8274 of 9951
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 26, 2016 06:50 PM
Msg. 8275 of 9951
Getting there though the walking doesn't feel as solid as I would like. It would also be cool if limbs were able to be shot off.
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samnwck
Joined: Sep 4, 2014
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Posted: Mar 28, 2016 12:30 PM
Msg. 8276 of 9951
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 28, 2016 12:38 PM
Msg. 8277 of 9951
Good god what is this you have made?!
I think it desperately, desperately needs to be played.
Its nice to see you back by the way, I hope to see more please don't delay. Edited by Super Flanker on Mar 28, 2016 at 12:41 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 28, 2016 12:40 PM
Msg. 8278 of 9951
Looks great Sam!
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 28, 2016 12:58 PM
Msg. 8279 of 9951
Very nice.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 28, 2016 01:00 PM
Msg. 8280 of 9951
Quote: --- Original message by: The Master I came , I saw and I conquered all. But now I've been left with naught but regret. Perhaps I'll create a dedi server will see, and when I do it shall be filled with glee.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Mar 28, 2016 01:03 PM
Msg. 8281 of 9951
That looks awesome Sam, texture pack maybe? Lmao
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samnwck
Joined: Sep 4, 2014
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Posted: Mar 28, 2016 01:21 PM
Msg. 8282 of 9951
Quote: --- Original message by: MEGASEAN2812 That looks awesome Sam, texture pack maybe? Lmao Hahaha as fun as that would be it isn't in the cards at the moment D: I'll have to check and see how well I could make it look as a non-pbr texture. Though I imagine it won't be nearly as pretty haha.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 28, 2016 01:33 PM
Msg. 8283 of 9951
Quote: --- Original message by: samnwckQuote: --- Original message by: MEGASEAN2812 That looks awesome Sam, texture pack maybe? Lmao Hahaha as fun as that would be it isn't in the cards at the moment D: I'll have to check and see how well I could make it look as a non-pbr texture. Though I imagine it won't be nearly as pretty haha. PBR is mostly easy to convert to DSN so long as the textures aren't reliant on ingame rendering generators. ALBEDO = DIFFUSE METALNESS = SPEC ROUGHNESS = GLOSS
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Mar 28, 2016 01:59 PM
Msg. 8284 of 9951
Quote: --- Original message by: samnwckQuote: --- Original message by: MEGASEAN2812 That looks awesome Sam, texture pack maybe? Lmao Hahaha as fun as that would be it isn't in the cards at the moment D: I'll have to check and see how well I could make it look as a non-pbr texture. Though I imagine it won't be nearly as pretty haha. I'd imagine good BSP shaders and OS DLMs would restore a tiny bit of the quality.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Mar 28, 2016 02:27 PM
Msg. 8285 of 9951
hmmm. . . . FilterForge. FilterForge radial mirroring. Edited by OrangeJuice on Mar 28, 2016 at 02:30 PM
....looks like every techno-themed FilterForge texture, probably because it is radially mirrored Edited by OrangeJuice on Mar 28, 2016 at 02:39 PM Am biased because I visit filterforge alot. It probably looks fine, I just can't seem to like it because the filterforge gallery is literally spam-incarnate with mirrored textures. sorryyy >_<
Edited by OrangeJuice on Mar 28, 2016 at 03:54 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 28, 2016 03:34 PM
Msg. 8286 of 9951
Quote: --- Original message by: OrangeJuice
hmmm. . . . FilterForge. FilterForge radial mirroring. Edited by OrangeJuice on Mar 28, 2016 at 02:30 PM
....looks like every techno-themed FilterForge texture, probably because it is radially mirrored Edited by OrangeJuice on Mar 28, 2016 at 02:39 PM Krita work is what I'd like to see next, and orange juice I think you'd fit that role as though blessed. Edited by Super Flanker on Mar 28, 2016 at 03:34 PM
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Mar 28, 2016 04:13 PM
Msg. 8287 of 9951
Resolution on that texture?
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samnwck
Joined: Sep 4, 2014
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Posted: Mar 28, 2016 07:00 PM
Msg. 8288 of 9951
4096^2, just because it's just as easy to work at that resolution as anything else in Substance. And I've never heard of filter forge before today. The reason I did the radial mirror was because I was looking at one of Dan0's old textures (see below) and that got me started on being inspired to do the project. Edited by samnwck on Mar 28, 2016 at 07:01 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 29, 2016 01:04 PM
Msg. 8289 of 9951
Quote: --- Original message by: samnwck4096^2, just because it's just as easy to work at that resolution as anything else in Substance. And I've never heard of filter forge before today. The reason I did the radial mirror was because I was looking at one of Dan0's old textures (see below) and that got me started on being inspired to do the project. http://fc02.deviantart.net/fs35/f/2008/310/d/e/Large_forerunner_floor_plate_by_dano555666.jpgEdited by samnwck on Mar 28, 2016 at 07:01 PM Ah personally I'm a fan of imvaderveex, his texture work is very sweet! 
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Halonimator
Joined: Dec 15, 2014
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Posted: Mar 29, 2016 02:13 PM
Msg. 8290 of 9951
Flying form (unfinished): 
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Mar 29, 2016 04:20 PM
Msg. 8291 of 9951
Quote: --- Original message by: samnwck 4096^2, just because it's just as easy to work at that resolution as anything else in Substance.
Yo, how's Substance working out for you? Was thinking of going for their SubstanceLive subscription, but I'm curious to hear what Substance Painter is like to work in.
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samnwck
Joined: Sep 4, 2014
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Posted: Mar 29, 2016 06:45 PM
Msg. 8292 of 9951
I like it quite a bit. I've got more experience in Substance Designer but Painter is great too. My first jaunt I modeled, uv'd, and textured this rock all in the course of about 4 hours: https://www.artstation.com/artwork/v9Xo6 It's really fast! I need to learn how to use it better though honestly, but that gives you a sense of the kind of results you can get with it really quick!
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Mar 29, 2016 07:51 PM
Msg. 8293 of 9951
Awesome, that looks fantastic. I really need to get back into the loop of doing 3D work, and I've never particularly enjoyed Photoshop for texture stuff - saw it a few months ago and it looked like exactly the kind of thing I was looking for. Thanks! :)
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Mar 29, 2016 07:53 PM
Msg. 8294 of 9951
Which is the problem with those sort of realtime paint apps. Substance, quixel suite. E.T.C. A quick an easy way to get a texture on your model but it leaves a pretty generic result. Mari seems to be the only exception to this. Which is why it is my favourite realtime texture app. Its quick and easy but your takeaway feels a lot more unique.
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beaucephal
Joined: Sep 2, 2014
CMT SPv3 audio dude
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Posted: Mar 29, 2016 09:49 PM
Msg. 8295 of 9951
Quote: --- Original message by: Super Flanker Mari seems to be the only exception to this. Which is why it is my favourite realtime texture app. Its quick and easy but your takeaway feels a lot more unique. Mari costs over $2,000. Also, there's no real qualitative reason why you couldn't achieve similar results with Substance or Quixel, as you're essentially authoring everything yourself. I Mean yeah, if you just use Substance's preset shaders of course it's going to look generic, but that's not really the fault of the app.
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