What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
3ds max
i did this one which i think is much better. (it plays slightly slower/smoother in quake actually)
idle animation
(run wip)

i did this one which i think is much better. (it plays slightly slower/smoother in quake actually)
idle animation
(run wip)

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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
I couldnt get the game to start stuck at the main menu
Nice work though.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Re: What are you working on?
I like idle animation but I suggest you to move the right step a little back and I would decrease a little the exaggeration of spine curving.
You could even add the head turning right and left to mimic searching something!
For the run Animation it seems more a walking fast animation: I suggest you to lift both feet so they will be in-air in the maximum spread time
You could even add the head turning right and left to mimic searching something!
For the run Animation it seems more a walking fast animation: I suggest you to lift both feet so they will be in-air in the maximum spread time
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
thanks toneddu, ill defiantly work on the run animation more and you're suggestions about the idle animation. i was thinking that it would be the main idle animation that loops, then have others like the model standing up and looking around at random then returning to his loop .
also please keep in mind the speeds at which these are playing on the forums and youtube seem to be different than whats in game.
also please keep in mind the speeds at which these are playing on the forums and youtube seem to be different than whats in game.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
also please keep in mind the speeds at which these are playing on the forums and youtube seem to be different than whats in game.
yes yes of course, I understand.
Are you using 3dsmax + character studio? Wouldn't be easier to use footsteps to make run animation(when I was a kid, with 3dsmax 1 and CS1 there was the footsteps option that was very time saving. I think that should be still there
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
i think the footsteps thing is more for making videos, when animating a quake model you keep the model in the same position, when using steps the model moves forward (i believe) and no i just use 3ds max and noesis. its really easy 3dsmax>noesis>mdl
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
Or you could learn how to use IK, make the foot a controller for the legs to point to so you don't get foot drift and you can still move your pelvis independently (which also makes crouch animations much easier to produce).
To start push!! (right shift)
r00k wrote:I couldnt get the game to start stuck at the main menuNice work though.
To start push!! (right shift)
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
moving the pelvis seems easy enough with the bipeds? if i want to do a crouch id move the main bone down vertically then just move the legs up then animate walking ect, however you're probably right leilei there's probably better ways to do certain things , like making your own skeleton systems. but i hate to say im not that far into animation yet, iv done some minor things mainly in milkshape which turned out horrible. but im sure as i go i'll learn more and better ways of doing things. thanks for the pointer.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
Hello,
I am working on custom backpacks for the monsters at the moment.
Trying to include different ideas I had in mind for each monsters backpack.
It turned out fun and I am especially happy with the enforcer backpack cells.
They use multiple models with random movement. They look really interesting in-game.
Webangel helped me with the models.
If you are interested, here is a youtube clip of them.
http://www.youtube.com/watch?v=J8cEK5P0 ... ature=plcp
Kind regards,
Seven
I am working on custom backpacks for the monsters at the moment.
Trying to include different ideas I had in mind for each monsters backpack.
It turned out fun and I am especially happy with the enforcer backpack cells.
They use multiple models with random movement. They look really interesting in-game.
Webangel helped me with the models.
If you are interested, here is a youtube clip of them.
http://www.youtube.com/watch?v=J8cEK5P0 ... ature=plcp
Kind regards,
Seven
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
Oh my god Seven!
This is SO neat! But it's a shader or a mix bewtween models and shaders!Compliments!!
EDIT: leilei: I tried you game and I had to close or I spent my entire night on it!
Things I liked:
reflecting shots: VERY good!
dieing by explosion: oh my!
ai of enemies(how did you do it?): weird - sometimes they were very tough, sometimes they just laid down waiting to die!
"roaming style": love it!
Music / 80's atmosphere: speechless, it took me back!
Things I think you should improve:
vehicles are unfortunately useless (you can use the skateboard because it's uncontrollable and car it's the shortest way to expl)
some areas of the city are full desert, some others are crappy full of bastards(IMO you should spread them a little)!
don't use shift for shoot: windows always start the shitty safe control alert (you can disable it anyway)
please, please put a menu that describes controls!
anyway lots of compliments!
EDIT: leilei: I tried you game and I had to close or I spent my entire night on it!
Things I liked:
reflecting shots: VERY good!
dieing by explosion: oh my!
ai of enemies(how did you do it?): weird - sometimes they were very tough, sometimes they just laid down waiting to die!
"roaming style": love it!
Music / 80's atmosphere: speechless, it took me back!
Things I think you should improve:
vehicles are unfortunately useless (you can use the skateboard because it's uncontrollable and car it's the shortest way to expl)
some areas of the city are full desert, some others are crappy full of bastards(IMO you should spread them a little)!
don't use shift for shoot: windows always start the shitty safe control alert (you can disable it anyway)
please, please put a menu that describes controls!
anyway lots of compliments!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Thanks!
I didn't really put a lot of polishing on it since I was pressured by time as it was done on entirely the last day of the event I signed up in. The music are converted MIDIs though... I can't compose worth shit (Z menu music is title, Battle Isle 2 music is ingame, and i forget where the death music is from)
The vehicles are intended to be annoying and fragile (and unrealistic - you can bail them while maxing their speed down a road to make a torpedo that could bounce back if you do the right road with the edge of level on the end so you could run yourself over as well - it's that ridiculous) so the 'excruciating' difficulty can be somewhat retained. The AI is dumb and love the park more than other areas though
It almost felt like i'm trying to clone Retro City Rampage waiting for that to come out
I didn't really put a lot of polishing on it since I was pressured by time as it was done on entirely the last day of the event I signed up in. The music are converted MIDIs though... I can't compose worth shit (Z menu music is title, Battle Isle 2 music is ingame, and i forget where the death music is from)
The vehicles are intended to be annoying and fragile (and unrealistic - you can bail them while maxing their speed down a road to make a torpedo that could bounce back if you do the right road with the edge of level on the end so you could run yourself over as well - it's that ridiculous) so the 'excruciating' difficulty can be somewhat retained. The AI is dumb and love the park more than other areas though
It almost felt like i'm trying to clone Retro City Rampage waiting for that to come out
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
nice seven i really wish i had a computer which could handle these things =)
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
Hello toneddu2000,
The backpacks dont need any shaders.
There are shaders in the textures, but that is rather unimportant.
You can do them with any engine (I mean you do not need any engine specific extensions).
The cells are multiple identical models with different spawning velocities and origins.
Their movement is random, that is why they look so "free".
You can stick them together with self.owner and that is pretty much all you need.
You can use this method for many other things in your mod/game.
Hello ceriux,
I am sorry about the youtube clip. I should have disabled all the external content bling-bling-sh!t before.
The backpaks (like mentioned above) do not need any extensions nor performance.
It is just the positioning of the single models inside your model-editor and the random vector you give them.
All the rest in that clip is just eyecandy that is not needed.
I am sorry again. Knowing that this forum does not like these gfx things.
But they are really not necessary for the backpacks.
Thank you both for your replies and feedback.
The backpacks dont need any shaders.
There are shaders in the textures, but that is rather unimportant.
You can do them with any engine (I mean you do not need any engine specific extensions).
The cells are multiple identical models with different spawning velocities and origins.
Their movement is random, that is why they look so "free".
You can stick them together with self.owner and that is pretty much all you need.
You can use this method for many other things in your mod/game.
Hello ceriux,
I am sorry about the youtube clip. I should have disabled all the external content bling-bling-sh!t before.
The backpaks (like mentioned above) do not need any extensions nor performance.
It is just the positioning of the single models inside your model-editor and the random vector you give them.
All the rest in that clip is just eyecandy that is not needed.
I am sorry again. Knowing that this forum does not like these gfx things.
But they are really not necessary for the backpacks.
Thank you both for your replies and feedback.
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
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