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Assault infantry
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Moder.U
Medic


Joined: 02 Mar 2014

PostPosted: Fri Jul 27, 2018 7:02 pm    Post subject:  Assault infantry Reply with quote  Mark this post and the followings unread

Very Happy

but no Sequence, because it author is lazy



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Fri Jul 27, 2018 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks good I can use for allied, thanks for sharing.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Fri Jul 27, 2018 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like a a futuristic rebel for me XD

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 27, 2018 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

The head is too big. It looks like Lord Helmet from Spaceballs.
Other than that the model is ok, even though the other proportions of the body look slightly off too.

However the animations need a lot more work.

The walk anim is just wrong. No body shifting up/down on each step, the feet are never lifted from the ground when they move from the back to the front.
In addition is the left leg moving a foot length further to the front than the right leg. It's no left/right symmetric animation.

The idle anims are not fitting to other infantry, since they have way too many frames and thus play way too slow ingame.

The firing anim shows no recoil effect on the body. Just the arms move a bit, which is unlikely on such a huge gun.
The entire way it holds the gun looks wrong. The body would be rotated a bit, one arm holding it much further to the front, the other shouldering the gun. The feet would be also not parallel like you have them, but one to the front, the other to the back.
Then there is the problem of the missing anim between the units default stance and the stance it has during the firing anim. Ingame it would jump from a standing position to the completely different firing position.
It's also missing the part where the rifle moves back forward to the default firing stance. Thus it jumps ingame when multiple shots are fired in fast bursts.

The death anims look unrealistic. The falling speed is too linear. There is no acceleration due to gravity, no abrupt stop when hitting the ground.
Means there is no feeling of mass.


Another problem is the shadow frames include the entire unit again. Shadow frames have the shadow only, nothing else. The game combines normal frame+shadow frame.


Right now it's imo in a too unfinished state to be of any use.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jul 28, 2018 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

As LKO says, the animations are all wrong, you have smooth rubbery movements that don't happen in real life. You need to add acceleration and impact delays in all motion, maybe a little bounce to the body as the legs shorten and extend, a little recoil when lifting the gun and firing.

Even the gun swinging in the idle animation is something you'd only see without gravity... it needs to speed up and slow down through the motion.

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Moder.U
Medic


Joined: 02 Mar 2014

PostPosted: Sat Jul 28, 2018 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for pointing out, this is my first infantry work, I will try to remedy it

Lin Kuei Ominae wrote:
The head is too big. It looks like Lord Helmet from Spaceballs.
Other than that the model is ok, even though the other proportions of the body look slightly off too.

However the animations need a lot more work.

The walk anim is just wrong. No body shifting up/down on each step, the feet are never lifted from the ground when they move from the back to the front.
In addition is the left leg moving a foot length further to the front than the right leg. It's no left/right symmetric animation.

The idle anims are not fitting to other infantry, since they have way too many frames and thus play way too slow ingame.

The firing anim shows no recoil effect on the body. Just the arms move a bit, which is unlikely on such a huge gun.
The entire way it holds the gun looks wrong. The body would be rotated a bit, one arm holding it much further to the front, the other shouldering the gun. The feet would be also not parallel like you have them, but one to the front, the other to the back.
Then there is the problem of the missing anim between the units default stance and the stance it has during the firing anim. Ingame it would jump from a standing position to the completely different firing position.
It's also missing the part where the rifle moves back forward to the default firing stance. Thus it jumps ingame when multiple shots are fired in fast bursts.

The death anims look unrealistic. The falling speed is too linear. There is no acceleration due to gravity, no abrupt stop when hitting the ground.
Means there is no feeling of mass.


Another problem is the shadow frames include the entire unit again. Shadow frames have the shadow only, nothing else. The game combines normal frame+shadow frame.


Right now it's imo in a too unfinished state to be of any use.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Mon Jul 30, 2018 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The model look good but he walk like his knee gone missing and maybe his bodel need little bulker.

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Mon Jul 30, 2018 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

tbh for your first infantry it is great, I wont go in detail in issues because LKO already did that, but yeah, that walk anim looks wrong, you have to make probably a 6 step walk cycle where one leg rises and the other moves back, also use IK solvers if you havent done that.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 03, 2018 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

just found an interesting post on imgur
https://i.imgur.com/hH8Z8po.mp4
which might help you get those animations more realistic.
Try to include the shown bounce, delay and speed effects to give your model mass and a more realistic physical interaction.

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