eezstreet Posted September 5, 2014 Posted September 5, 2014 The naming is irrelevant. Name it whatever you want.Walk sound is animevents.cfg related.
minilogoguy18 Posted September 5, 2014 Author Posted September 5, 2014 The base sound is the last thing I'm worried about, I have a sound editor, I can make it work, I just wanted animations that actually look good and a model that is accurate.
AshuraDX Posted September 5, 2014 Posted September 5, 2014 much better allready !I'll jump into Battlefront 2 and take a look at that walk cycle aswell as the tfu ones, will return with videos If I find anything that could improve your animation Tempust85 and Barricade24 like this
Tempust85 Posted September 6, 2014 Posted September 6, 2014 I strongly suggest using the Noesis route to create your GLA so there's no jitter like the base AT-ST. Refer to my tutorial.
minilogoguy18 Posted September 6, 2014 Author Posted September 6, 2014 I'll try, just so used to doing it the carcass way which is kinda why I want that source to be out already, I'm old and stuck in my ways. =p
AshuraDX Posted September 6, 2014 Posted September 6, 2014 I really cant figure out what it is that I dislike about that walk cycle, probably you let him lift his feet too high up but I really have no clue what it is
Omicron Posted September 6, 2014 Posted September 6, 2014 The foot doesn't seem to 'push off' the ground, or certainly tilt very much, the leg looks like it just lifts off.
minilogoguy18 Posted September 6, 2014 Author Posted September 6, 2014 @@AshuraDX I did pick the feet up more because before I felt like they were dragging on the ground, I can reduce it some but I just watched it and the feet really don't pick up that high. If you only had Mod Tool installed I could just give you the scene and let you watch the animation loop over and over from all angles like I pretty much have been doing. @@Omicron Not sure what you mean exactly, do you mean the foot rolling up on it's toes? It can be hard to judge just how much the feet push away from the ground since it's walking in place and not traversing forward. What I could do though is delay the foot roll some so that the foot stays flat longer.
Omicron Posted September 7, 2014 Posted September 7, 2014 @@minilogoguy18 Yeah, the foot rolling up the toes. It just seems to lift off the ground while staying relatively flat
AshuraDX Posted September 7, 2014 Posted September 7, 2014 @@minilogoguy18 I have Crosswalk installed, if that helps - it should allow me to import your Softimage scene to max
minilogoguy18 Posted September 11, 2014 Author Posted September 11, 2014 I think this should be the final walk cycle. Xycaleth, Bek, Tempust85 and 4 others like this
Tempust85 Posted September 12, 2014 Posted September 12, 2014 Apart from my suggestion which I've shown you, I think it looks fine. Time to move on I think. Bek likes this
AshuraDX Posted September 12, 2014 Posted September 12, 2014 I got recordings from the the force unleashed and battlefront 2 death/destroyed animations, want them ?
minilogoguy18 Posted September 12, 2014 Author Posted September 12, 2014 Yeah sure, wouldn't hurt to see some variety.
AshuraDX Posted September 14, 2014 Posted September 14, 2014 https://www.youtube.com/watch?v=eK7O3sBvEg0&feature=youtu.bethere you go
eezstreet Posted September 14, 2014 Posted September 14, 2014 See if you can add in multiple death animations. I'd like the extra variety. (I can code them in) Sithani, Onysfx, Barricade24 and 3 others like this
Barricade24 Posted September 14, 2014 Posted September 14, 2014 I'd love more than one death animation. I know the AT-AT model has it. But it seems that only one of them actually works in game. Bek and AshuraDX like this
Tempust85 Posted September 14, 2014 Posted September 14, 2014 I just noticed. The only crit I hance for the model itself is the big round things on the sides of the head where the cannons come out, they are too low poly for such a large object. Most likely too late though lol,
minilogoguy18 Posted September 14, 2014 Author Posted September 14, 2014 Could you circle out which parts you mean? Because there is the base and a plate that is intentionally made to be a octagon. I was definitely leaning towards a death of falling over on it's side.
Tempust85 Posted September 14, 2014 Posted September 14, 2014 I've put a red oval over the area, but I don't mean the area inside the oval:
minilogoguy18 Posted September 15, 2014 Author Posted September 15, 2014 It can be increased without affecting anything if you really feel it needs to be, you should take another look at the model in sketchfab rather than the XSI viewport, link is in the first post.
Archangel35757 Posted September 15, 2014 Posted September 15, 2014 http://www.funker530.com/tow-missile-vs-t-72-tank-in-slow-motion/ http://foxtrotalpha.jalopnik.com/these-hellfire-and-dagr-missile-tests-are-fascinating-i-1632342558 Need some violent death explosions
Tempust85 Posted September 15, 2014 Posted September 15, 2014 It can be increased without affecting anything if you really feel it needs to be, you should take another look at the model in sketchfab rather than the XSI viewport, link is in the first post. It matches the quality of the rest of the model, I think I'm just being picky.
minilogoguy18 Posted December 21, 2014 Author Posted December 21, 2014 Back to work on this, got the main parts of the death animation blocked out, just need to add the motions that make it look real and as if the model is affected by gravity. AshuraDX, Omicron, Psyk0Sith and 2 others like this
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