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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Crosshair anim

Author Topic: Crosshair anim (11 messages, Page 1 of 1)
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Spartan 2507
Joined: Aug 1, 2013


Posted: Aug 21, 2014 06:01 PM    Msg. 1 of 11       
Hi everyone, im working the halo reach weapon tag set, i have to say: i'm not working OS, but i want to animate the crosshairs using planes into the fp gbxmodel, now, the animation works good but i want to know if should i use a script to set the change colors at the crosshair and what shader should i use?

This is the work until now...

https://www.youtube.com/watch?v=2WOMAs1O8hg&feature=youtu.be


Darkzealotx
Joined: Jun 15, 2014


Posted: Aug 21, 2014 06:08 PM    Msg. 2 of 11       
That magnum looks pretty bad imo.


klasher1000
Joined: Nov 1, 2012


Posted: Aug 21, 2014 06:10 PM    Msg. 3 of 11       
Ignore him he's just an idiot that won't leave and harasses everyone. To be blunt an to the point I don't believe that Crosshair animations are possible even with OS.


Darkzealotx
Joined: Jun 15, 2014


Posted: Aug 21, 2014 06:21 PM    Msg. 4 of 11       
Quote: --- Original message by: klasher1000
Ignore him he's just an idiot that won't leave and harasses everyone. To be blunt an to the point I don't believe that Crosshair animations are possible even with OS.


O rly? U mad brah?.

Quote: --- Original message by: Darkzealotx
That magnum looks pretty bad imo.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Aug 21, 2014 06:23 PM    Msg. 5 of 11       
all you have to do is put a plane and the crosshair texture on that plane, then give it a node. Scale the plane during animation and the rest is just setting up the shaders


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Aug 21, 2014 06:24 PM    Msg. 6 of 11       
you could contact Jesse about his method of doing it too. which is also being used in SPV3 iirc.
Edited by MEGASEAN2812 on Aug 21, 2014 at 06:25 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 21, 2014 07:08 PM    Msg. 7 of 11       
You don't want to use FP animations for reticule bloom, it doesn't work when you scope in and has to be manually edited to match your weapons error cooldown. I think Jesse is working on a tut for how to do it with multitex overlays and heat, which is what we use for SPV3, which is a much better way of doing it.


DOPPELGANGER
Joined: Jul 19, 2014

whoops


Posted: Aug 21, 2014 08:35 PM    Msg. 8 of 11       
Wow! I love it man! Very smooth! 69/1


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 21, 2014 09:58 PM    Msg. 9 of 11       
Not bad, not bad!

Things that could be improved are the fire animations, and the starting point of the ready animation. The magnum should be coming up from the bottom of the screen (pistols are usually holstered near the legs)

You should make another fire animation, so you won't see the same one again and again.

Edited by Dumb AI on Aug 21, 2014 at 09:59 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 22, 2014 12:25 AM    Msg. 10 of 11       
Crit:
- I feel like the magnum should be moving a bit more in the moving.
- Put some more kickback onto that firing.
- Just the overall origin, why is there distance between the left hand and the weapon? I think you could close that gap a bit more.
- Don't make the pistol completely still during the melee.

That's all I can make out of it by looking over it briefly.


Lyra_qt_fag
Joined: Jan 1, 2014

Too Much Lynx


Posted: Aug 23, 2014 04:45 AM    Msg. 11 of 11       
N1

 

 
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