
Spartan 2507
Joined: Aug 1, 2013
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Posted: May 6, 2014 05:40 PM
Msg. 1 of 9
Hi everybody, im working on the needle rifle, but i have some problems on that...
is mi first time, making fp animations, and i donīt know exactly how to do the "ammunition", i guess was made it correctly, but the needles not look attached at the weapon, i dont know why...
and another, how can i change the amount of needles for the "super-combined explotion"?
on the next video i show you the animations...
https://www.youtube.com/watch?v=FXbIawBO8lk&feature=youtu.be
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: May 6, 2014 06:18 PM
Msg. 2 of 9
You should fix the sound as well.
I'm making a reach tagset, been working on them for the past 6 months. All anims are custom. If you wanna wait for them. Edited by PRPatxi on May 6, 2014 at 06:19 PM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 7, 2014 12:51 AM
Msg. 3 of 9
there are ways to go around it
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: May 7, 2014 01:44 AM
Msg. 4 of 9
yea that really sounds like it will stop a train, those sounds.... lol too intense
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 7, 2014 01:52 AM
Msg. 5 of 9
Quote: --- Original message by: R93_Sniper there are ways to go around it Back when I was working on mine, there were some fundamentals down. I think one of them was to get a couple of needles to be released on one shot? That way the number of needles needed for a super combine were still there.
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: May 7, 2014 03:11 AM
Msg. 6 of 9
If the supercombine limit can't be changed, then I'd also assume that having multiple projectiles per shot could achieve the same result. I can already see some problems should there be a scenario where, say, it takes 10 shots to supercombine, and you would want it to do so in 6, 7, 8, or 9 shots.
Just have the 'projectiles per shot' field be set to a number that will produce enough of them to pass the hardcoded value in the number of shots you want, and check the 'projectiles have identical error' flag.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 7, 2014 07:09 AM
Msg. 7 of 9
Those anims actually look pretty good. Imo the origins could be fixed.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: May 7, 2014 09:42 AM
Msg. 8 of 9
The rifle should move backwards a little faster when it's fired.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: May 7, 2014 10:45 AM
Msg. 9 of 9
I feel like the spent ammo cell has too much velocity behind it when it ejects. Maybe the ejection could be a bit less violent: enough to get it clear of the chamber and out of the way, but not so much that doubles as an automatic pitching machine.
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