Posted: Sun Nov 25, 2007 3:39 am Post subject:
Shotgun/Rifleman [YR]
I've updated the machine gun guy; shortened the arms, recolored him, gave him a shotgun, and added two animations. This guy looks cooler in my opinion. There's a couple different sizes in the download, the rendered one, and then 70, 60 and 50% (I wanted to see which size fits best to ra2 size and ts).
I hate to say this but.................. Needs more animation and is too cartoony!
On the other news:::::: Hey Am I the first one to put a comment on this Topic?! _________________ Last edited by darknessvolt on Sun Nov 25, 2007 12:56 pm; edited 1 time in total QUICK_EDIT
Oh yeah I forgot it! And now your creation seems okay sorry for the misjudge and I have to code it as Infantry, but hey that spamburger makes me hungry!
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No appropriate signatures right now....... That Tratos makes my heart beats fast! _________________ QUICK_EDIT
dude your characters arms are melting ewwwwww but apart form that its a-okay _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Arms are much too thin, the walk cycle doesn't look very natural and the lighting is still wrong. The upper body and arms need to move more, try walking with a (toy) gun or some other prop and think about how your own body is moving as you walk. The arms geometry seems to deform strangely around the arms too, are you using a skeleton to animate this or just keyframing vertex transformations? Also, there is no point to the mouth bit, I can't tell its even there in the final render. It also looks like you aren't using anti-aliasing (if Anim8tor can do it without AA to background) though partyzanPaulZy is guilty of the same thing for his commando. QUICK_EDIT
1) what is anti-aliasing?
2) yeah, i guess small detail is useless if it doen't come up in the final product
3) I am using a skeleton to move the guy, I don't know what's wrong with the wrongs, I think it's becaus the bone influences overlap.But do the deformities show up in the .shp?
4)The walk anim is based off the one fore the ra2 engineer. I try to base my walk anims by looking at the mirror, but anim8or has a strange way of rotating bones (or I'm just not very good at it). Something like slightly rotating the body going left and right while having the torso rock back and forth-is nearly impossible with anim8or and/or my skill.
5)using someone else's model kinda defeats the purpose.
6)for whoever downloaded the .shp, does th 5050 fit in with ts size and does the 7070 match the ra2 size? _________________ Please, read the signature rules of the forum. QUICK_EDIT
1. The slight blurring effect that stops the graphics being too pixelated. I don't have any examples to upload to show you, but when I next render something I will since AA and non-AA versions are part of the workflow I've come up with for blender to stop graphics AA to background and getting a blue halo effect.
3. Something is definitely wrong, either it needs more vertexes around the joint to deform better or the bones aren't set right. It looks like a gingerbread man's arm bending.
4. Can't really help you then, as I'm not familiar with the animation system you use.
6. 7070 looks about right for RA2. QUICK_EDIT
SHWING!
Thats perfectly fine m666, infact, I'm actually very glad that you did it _________________ Please, read the signature rules of the forum. QUICK_EDIT
darkness, that is my .shp that he converted into a .gif. If you want to use it in a mod, download my .shp.
BTW m666, what program do u use to convert .shp into .gif? and more importantly, is it free to download?
For the walk animation, should I just have the guy go a few pixels up and down for now? _________________ Please, read the signature rules of the forum. QUICK_EDIT
The body should recoil slightly when the gun fires, it wouldn't all be taken by the arms. When walking, the body tends to rotate slightly as well as bob up and down a bit. The head doesn't though. QUICK_EDIT
File, Export, SHP to Image. Saved it as GIF, always has worked for me.
And, darknessvolt, if you have no honest ztyping clue what is going on, then please, for the love of God, don't even waste your time typing a response. >.>
Also; perhaps some muzzle flashing to occur, even if it's on a lower scale. _________________
Muzzle flash? So like the guy should light up when he shoots, or there should be a little flame at the end of the barrel when he shoots (which is already present). This point brings me to my next one; lighting in general. I have yet to experiment with it at all in anim8or, I read a tutorial minuts ago and it said that it will make your computer go real slow (the comp I use as my "studio" is a win98 ungraded to XP with a 20g harddrive and 64mb of ram hehe). I suppose when I learn lighting I could go forth and add shadows although I was thinking about doing them by hand.
I am going to redo the past 3 units I've done and get them to a level of excelence just a little above the guy above, they shall be complete with shadows, correct proportion, perspective, lighting, animations, everything. If anyone has any suggestions they would like to give, I am gong to have them done by friday night. I will also have a forth unit done. So with the firday release you will get 1)pistol soldier 2)machine gunner 3)shot gunner and 4)combat engineer. _________________ Please, read the signature rules of the forum. QUICK_EDIT
"1. The slight blurring effect that stops the graphics being too pixelated. I don't have any examples to upload to show you, but when I next render something I will since"
Not exactly, anti aliasing just blends pixels with a very thin layer of "transition colored" pixels. It makes the contents of an image look less like they were pasted into it and more like they actually belong in it. _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
"1. The slight blurring effect that stops the graphics being too pixelated. I don't have any examples to upload to show you, but when I next render something I will since"
Not exactly, anti aliasing just blends pixels with a very thin layer of "transition colored" pixels. It makes the contents of an image look less like they were pasted into it and more like they actually belong in it.
Except that isn't what it really is either and is IMO a worse dumbed down description than mine. Read the article about it on wikipedia. QUICK_EDIT
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