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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »3DS MAX HALO Bipeds and weapons animation

Author Topic: 3DS MAX HALO Bipeds and weapons animation (7 messages, Page 1 of 1)
Moderators: Dennis

Z T Requiem
Joined: Jul 10, 2014

Spar...10(tan)?!?


Posted: Sep 20, 2014 12:09 AM    Msg. 1 of 7       
https://www.youtube.com/watch?v=L_QoFBZzjNU
After one day learning, I edited my first 3DS MAX animation, seems not good, but thanks for watching :D


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Sep 20, 2014 12:13 AM    Msg. 2 of 7       
why 2 threads, also, your anims need more smoothness and force

this was one of my first fp anims:

https://www.youtube.com/watch?v=L5dVuxUNVXA


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 20, 2014 12:18 AM    Msg. 3 of 7       
Firing animations are pretty easy to work through, though if you added some FP arms in there it'd be better so you can have more intricate movements going about. If you want some helpful resources, here's some good tutorials to look through

T3hlag
http://www.youtube.com/watch?v=VTOv4O6ZlRo

Flameomega
http://www.youtube.com/watch?v=yKRjrSwVNVM

ImBrokeRU
http://www.youtube.com/playlist?list=PL2E0F1057F57E4EAF


Just a quick set of animators to help you but this should get you on the right track.


Z T Requiem
Joined: Jul 10, 2014

Spar...10(tan)?!?


Posted: Sep 20, 2014 12:19 AM    Msg. 4 of 7       
Quote: --- Original message by: VKNG
why 2 threads, also, your anims need more smoothness and force

this was one of my first fp anims:

https://www.youtube.com/watch?v=L5dVuxUNVXA

There may be something's wrong cause 2 threads, I will delete one if I can


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 20, 2014 12:25 AM    Msg. 5 of 7       
All it's doing is moving back along the X axis...
Try watching videos of other animators. The ones M16 referenced are great examples.

Try using rotations and other axes to make the recoil look more natural.


Z T Requiem
Joined: Jul 10, 2014

Spar...10(tan)?!?


Posted: Sep 20, 2014 01:48 AM    Msg. 6 of 7       
Quote: --- Original message by: R93_Sniper
Firing animations are pretty easy to work through, though if you added some FP arms in there it'd be better so you can have more intricate movements going about. If you want some helpful resources, here's some good tutorials to look through

T3hlag
http://www.youtube.com/watch?v=VTOv4O6ZlRo

Flameomega
http://www.youtube.com/watch?v=yKRjrSwVNVM

ImBrokeRU
http://www.youtube.com/playlist?list=PL2E0F1057F57E4EAF


Just a quick set of animators to help you but this should get you on the right track.

Thanks, I will watch them.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 22, 2014 02:56 AM    Msg. 7 of 7       
I took a look at your animation for the promethean knight, and I decided I might take a crack at it myself to see how it would look. I based it heavily off of what Marcellis Wentz did in Halo 4 (video here: http://youtu.be/ZwJW9H8ExcQ?t=1m28s if you're interested)

So here's what I got.
https://www.youtube.com/watch?v=QNSH9oeod2Y

I feel like the "jitter" I tried to do was a bit messy but its essentially the same idea you had, just with more movement.


A big thing to notice is that when one part of the body moves, all adjacent parts move as well as any parts on the opposite side. Counter-Balancing is a key thing to figure out, as well as getting a feel for weight.

 

 
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