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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »animators and riggers needed

Author Topic: animators and riggers needed (15 messages, Page 1 of 1)
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Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Mar 5, 2011 04:03 PM    Msg. 1 of 15       
Hi there. Odstmt really needs some animators for cutscenes, and dropship anims and probly weapon animations too. We also need a rigger to fix our odst bipeds. Mastur cheef, pics?


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Mar 5, 2011 04:08 PM    Msg. 2 of 15       
I think we agreed on getting rid of the head and giving them all helmets


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 5, 2011 04:12 PM    Msg. 3 of 15       
Which I am doing... Just give me time ok?

I am going to completely rerip everything.


I think you guys saw my masterchief =3


Edited by XlzQwerty1 on Mar 5, 2011 at 04:13 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 5, 2011 04:13 PM    Msg. 4 of 15       
I can do whatever you guys need. I'm an advanced "generalist" as yakz calls it.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Mar 5, 2011 04:15 PM    Msg. 5 of 15       
Quote: --- Original message by: XlzQwerty1

Which I am doing... Just give me time ok?



Umm...ok then. Are u going to use the characters own helmet or just a normal odst helmet? Cos their own helmets would be way better


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Mar 5, 2011 04:17 PM    Msg. 6 of 15       
Quote: this thread:
hey guys, we need people to put their valuable time into rigging and animating and making original content for stuff we aren't the original creators of


do something that hasn't already been done and maybe someone will consider it. all I'm seing are completely uninspired ports done by people who probably have no artistic talent or originality. ported content from other halo games has been around for years

Edited by HaloIsAHorribleGane on Mar 5, 2011 at 04:20 PM


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Mar 5, 2011 04:27 PM    Msg. 7 of 15       
does anyone else have something to post that will actually contribute to the success of making these bipeds??


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Mar 5, 2011 04:30 PM    Msg. 8 of 15       
Quote: muscl3r:
LA LA LA I CANT HEAR YOU LA LA LA I DONT LIKE WHAT YOU HAVE TO SAY LA LA LA


Corvette19
Joined: Feb 27, 2007


Posted: Mar 5, 2011 04:43 PM    Msg. 9 of 15       
Quote: --- Original message by: XlzQwerty1

Which I am doing... Just give me time ok?

I am going to completely rerip everything.


I think you guys saw my masterchief =3


Edited by XlzQwerty1 on Mar 5, 2011 at 04:13 PM


finally an h3 model that doesn't look like a plastic action figure.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Mar 5, 2011 06:11 PM    Msg. 10 of 15       
Quote: --- Original message by: HaloIsAHorribleGane
Quote: muscl3r:
LA LA LA I CANT HEAR YOU LA LA LA I DONT LIKE WHAT YOU HAVE TO SAY LA LA LA

Pretty much, considering we want these bipeds to work and for people not to tell us to scrap the bipeds cos they have been around for a few years


AGLion
Joined: Jun 29, 2010

- Animator... suck it -


Posted: Mar 5, 2011 06:35 PM    Msg. 11 of 15       
Quote: --- Original message by: HaloIsAHorribleGane

Quote: this thread:
hey guys, we need people to put their valuable time into rigging and animating and making original content for stuff we aren't the original creators of


do something that hasn't already been done and maybe someone will consider it. all I'm seing are completely uninspired ports done by people who probably have no artistic talent or originality. ported content from other halo games has been around for years
Edited by HaloIsAHorribleGane on Mar 5, 2011 at 04:20 PM


hater.
Edited by AGLion on Mar 5, 2011 at 06:35 PM


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Mar 5, 2011 11:03 PM    Msg. 12 of 15       
Quote: --- Original message by: Muscl3r
Quote: --- Original message by: HaloIsAHorribleGane
Quote: muscl3r:
LA LA LA I CANT HEAR YOU LA LA LA I DONT LIKE WHAT YOU HAVE TO SAY LA LA LA

Pretty much, considering we want these bipeds to work and for people not to tell us to scrap the bipeds cos they have been around for a few years


welp, in that case, don't expect many people to be terribly interested


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Mar 6, 2011 12:22 AM    Msg. 13 of 15       
All i needed for the bipeds was one person which i have found. Can anyone help with cutscenes and dropship anims, especially dropship anims?


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Mar 6, 2011 01:04 PM    Msg. 14 of 15       
By dropship anims i mean recorded animations of dropships dropping off troops then flying away


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 6, 2011 03:23 PM    Msg. 15 of 15       
-Use a bsp converter to convert a scenario_structure_bsp into an obj (or, if you made the map, just use the map's model in max)
-Use the gbxmodel importer to import the gbxmodel of the vehicle you want to animate
-Freeze everything but the frames (if you made the map, delete the frame for the bsp you made)
-Animate the frames along the timeline using 3dsmax
-Set the length of the animation with the buttoned called 'time configuration' at the bottom
-Go to the start of the timeline, move/rotate the frame of the dropship
-Press N
-Go to the middle of the timeline, set the move/rotate again for the main node/frame of the dropship
-Go to the end and move/rotate the frame of the dropship to its end position.
-Use an animation exporter to export the frame animations as a .jmw (.jma, .jmm, .jmo or whatever for other kinds of animations)
-Compile the model_animations
If:
data\ cinematics\a30phantom\animations\fly-in.jmw
then enter:
tool animations cinematics\a30phantom
-Use kornmann's guerilla to open up the animations tag you made AND the gbxmodel of the vehicle you used
-Scroll to the bottom and copy the node list checksum, paste it into the gbxmodel's checksum and save
-Set the vehicle tag to use your animation graph as its animations and save
-In sapien, add the vehicle and name it something
-In sapien, add a flag-marker
-In an hsc script, script the dropship to object_create_anew, then teleport to the flag, then run the custom_animation command
(custom_animation nameofvehicle cinematics\a30phantom\a30phantom "fly-in" 1)
-Ctrl+shift+C, save, compile, play blah blah etc etc

 

 
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