
MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Feb 19, 2014 05:50 PM
Msg. 36 of 68
I reccomend editing or remodeling the grip in a different spot.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 22, 2014 03:36 AM
Msg. 37 of 68
Heyo, video! http://www.youtube.com/watch?v=h2wjdiBGWtQ Draft animations, yet I've already encountered a problem. I've made overheating animations but the turret doesn't have a heating function (I don't think...). So all it does is shoot endlessly. I imagine the turret would be pretty burning hot by the time the clip is used up. So I need someone to take a look at it. Any takers?
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Feb 22, 2014 09:24 AM
Msg. 38 of 68
Yeah, machine guns get hot after proponged fire. Many models have quick-change barrels for this reason.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 22, 2014 09:44 AM
Msg. 39 of 68
Great project but there are a few things which need tuning,
> The fp breathing animation looks a little too perfect, It may look better if you tilted the gun to the left slightly so we could so more of the right side of the gun. > As for the animations, even though they are drafts. I think they look pretty damn good. Obviously there are a few things off, such as the fp ready animation, I recommend you make this particular animation longer, and incorporate more strained movement.
The firing animation needs to be a little more violent, machine guns spit out large caliber rounds the recoil is almost always fierce for mounted weapons, so imagine how much greater it would be for hand held.
(Keep in mind, the spartan is stronger than the average human. So he can take much more punishment)
If you are struggling trying to come up with concepts for arm movements. Make a video of your self lifting up a heavy and bulky item. Then view it repetitively to understand how your muscles and ligaments react with the strain.
Remember for animations > Try and make them as life like and realistic as possible. But don't compromise the cool factor.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 2, 2014 04:07 AM
Msg. 40 of 68
This is still alive and kicking! I was wondering... anyone interested in doing some shaders? I don't need anything elaborate. I just need a guy (or gal) that knows what (s)he's doing. PM me if you're interested. :) By the way, anybody know how to set the time of overheated animation? Or do I have to make the animation itself uber long?
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 2, 2014 04:30 AM
Msg. 41 of 68
Overheat animations have an enter, a loop, and an exit animation if I remember correctly
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 3, 2014 11:19 AM
Msg. 42 of 68
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 3, 2014 06:37 PM
Msg. 43 of 68
The shotgun effects looks awesome, but I'd like to see an effect which is looking less than an explosion of the barrel but something that slightly follows the exit of the barrel, like the machine gun effect. I'm waiting for you to make some badass explosion effects !
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 4, 2014 02:42 PM
Msg. 44 of 68
Thanks bourrin bro!
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 7, 2014 02:27 AM
Msg. 45 of 68
It would go along much faster if there were people still around that could do stuff. But yes, I intend to, whether it gets finished 100% or not, release this tag.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 8, 2014 09:54 AM
Msg. 46 of 68
Apart from, effects what else do you need help with
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 10, 2014 01:07 AM
Msg. 47 of 68
Well I don't even need effects really... I'm quite happy with stock assault rifle stuff. But if you really really really wanna do something with this, I suppose I should let you help. :) But ANYWAY. Here's how far I've come today: I've fiddled with the 3P model but that's the best I could do with it. Also, I plan to move the origin a tad bit to the left. New shaders if you'd notice. I put in a little more sparklez on it. (Thanks M16) E: Video http://www.xfire.com/videos/625063 Edited by Spartan314 on May 10, 2014 at 03:00 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 11, 2014 06:12 AM
Msg. 48 of 68
It may be too late now, but for the fp view I would prefer to see a little more of the elbow from the left arm holding the chainsaw grip.
But if you have done your anim's it's probably going to be a massive pain to fix, so feel free to ignore me.
BTW Stock effects are not the way to go!
I need your weapon tag to add my effects to btw pm me it if you can.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 17, 2014 06:29 AM
Msg. 49 of 68
Video update: https://www.youtube.com/watch?v=hwg5YjWEAeA Things have been pulled apart and put together again and here's a video representation of where it's all at so far. + I moved the origin a little to the left. There's been problems with the collision. People have been gracious enough to offer ideas but alas, none of them worked. PM me you've got any suggestions.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 17, 2014 07:26 AM
Msg. 50 of 68
1. Your firing animation requires a little more recoil.
2. I don't see any problems with your collision, yet if you FEEL you still are incurring them, create a simplified version of your weapon model, pay special attention to the LOD you are adding to the collision model, the more detail the more taxing it is on the engine, and only model in harsh details, such as the angular awoop between the barrel and upper cartridge housing.
3. Your pick up animation feels a little lackluster. It's great but it would look better if there was more movement as the left hand lifts the gun into view. Try adding a little more upwards rotation. So we can compute that (a) the gun is heavy and (b) awkward to handle.
4. Firing effects, need attention bro. That weapon doesn't deserve them :D
5. Great progress so far! (would like a look at the posing animation)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 24, 2014 08:18 AM
Msg. 51 of 68
Basically, the problem with the collision is that it doesn't respond. I shoot it, nothing happens. I throw a grenade at it, nothing happens. It just sits there. I dunno what's up with it, but at this rate, it's looking like it won't be fixed when the release comes around.
I'll get to work on a more interesting ready animation ;)
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 24, 2014 09:46 AM
Msg. 52 of 68
Collision is very easy, perhaps your approach is wrong. Once again Yoda saves the day with his tutorials :D https://www.youtube.com/watch?v=GnDIwR-uSaY /\ Covers collision physics for a scenery item but the same can be applied to a weapon. Remove your collision effect and try starting again using the tutorial. (Perhaps your collision model geometry is either too complex are has bad topology?)
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 25, 2014 12:01 AM
Msg. 53 of 68
Yeah... I've been doing collisions for a long time and never had a problem like this. Even my Reach Elites worked better than how this is going.
I've tried it even with a simple box to test but to no avail.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jun 1, 2014 12:36 AM
Msg. 54 of 68
bump <3
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 1, 2014 08:52 AM
Msg. 55 of 68
Sorry for taking so long with the fx.
I would have posted a pic, except I wasn't sure if that would be classified as leaking. So seeing as I am not spanish I sort a left it for you to do :D
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 4, 2014 05:58 AM
Msg. 56 of 68
Well I asked, and ASCENDANT delivered. It was using a tu label before but I decided to change it ft so that the stock cyborg should be able to hold it. (I'll test it later...) Anyway, awesome effects to spruce this weapon up, and thanks to ASCENDANT for that.  This is little by little coming along, and I think I'll probably be done with it by the time CE3 comes around. Probably submit it there with release as well... I guess the only thing that's left is to make animations more flamboyant. (And that collision thing but I guess it's beyond help now - functions properly otherwise.)
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 4, 2014 03:06 PM
Msg. 57 of 68
Maybe Yoda can help you?
Ask him, he's legit and won't leak stuff. Always helps me.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 18, 2014 05:37 AM
Msg. 58 of 68
Redid the ready animation. Not all that special but now it doesn't looks as lightweight. Took way too much time and effort for what it turned out to be though... https://www.youtube.com/watch?v=Cl6x0oRyICI Oh, and also increased the recoil so that when you hold down the mouse button the kickback is more distinct... yeah.
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Corvette19
Joined: Feb 27, 2007
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Posted: Jun 18, 2014 11:23 PM
Msg. 59 of 68
Quote: --- Original message by: Spartan314Redid the ready animation. Not all that special but now it doesn't looks as lightweight. Took way too much time and effort for what it turned out to be though... https://www.youtube.com/watch?v=Cl6x0oRyICI Oh, and also increased the recoil so that when you hold down the mouse button the kickback is more distinct... yeah. I think all the animations look pretty solid and consistent. The only thing that struck me as awkward was the firing animation. It looks as if the hand on the top is moving more from recoil than the gun is. Looks odd.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 20, 2014 02:18 AM
Msg. 60 of 68
Log: - Fixed that hand awkwardness. /log This third person business is giving me a massive headache and after an hour's worth of turmoil I gave up. It does work for normal .cyborg animations now however (as demonstrated in CE3), and I fixed the angle at which it is held. (Or close enough, seriously, way too much trouble for what it's worth.) I'll be giving this a release tomorrow. My first ever release! w00t E: Pics so people know what they about to get. (In other words, don't make your expectations too high) Edited by Spartan314 on Jul 20, 2014 at 03:06 AM
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DOPPELGANGER
Joined: Jul 19, 2014
whoops
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Posted: Jul 20, 2014 03:08 AM
Msg. 61 of 68
excellent
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 20, 2014 03:20 AM
Msg. 62 of 68
Can we see how it looks with zteam halo 3 anims.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 20, 2014 06:38 AM
Msg. 63 of 68
This doesn't make much sense.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 20, 2014 10:55 AM
Msg. 64 of 68
Actually, the gun is very inaccurate. Which make sense I supposed. And what crummy noob did those fX?
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jul 20, 2014 03:08 PM
Msg. 65 of 68
Quote: --- Original message by: SS FlankerActually, the gun is very inaccurate. Which make sense I supposed. A gun like that wouldn't be that inaccurate.
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HattyHattington
Joined: Jul 18, 2014
goldkilla88
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Posted: Jul 20, 2014 05:21 PM
Msg. 66 of 68
Quote: --- Original message by: SS FlankerActually, the gun is very inaccurate. Which make sense I supposed. And what crummy noob did those fX? Why must you act like that everyone must have your help in FX? You always are trying to butt in to other people's projects like that. Get off your high horse. Edited by HattyHattington on Jul 20, 2014 at 09:42 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: Jul 21, 2014 06:22 AM
Msg. 67 of 68
Quote: --- Original message by: SS FlankerQuote: --- Original message by: Echo77Quote: --- Original message by: SS FlankerActually, the gun is very inaccurate. Which make sense I supposed. A gun like that wouldn't be that inaccurate. Your probably right, but in reach jorge wasn't much help with anything apart from attracting plasma. Edited by SS Flanker on Jul 21, 2014 at 06:23 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 22, 2014 12:55 AM
Msg. 68 of 68
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