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NeVARR! |
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Looking for halo 3 model Rips to animate ^_^
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ezjamin has contributed to 28 posts out of 441967 total posts
(.01%) in 2,008 days (.01 posts per day).
20 Most recent posts:
If you got your head out your arse for a few mins you would have realised I gave you constructive crits ages ago.. But you didn't take any notice AT ALL... You didn't even acknowledge it and just say something along the lines of "Sorry but I just feel like taking my anim in a different direction" But no.. No notice what so ever. So I figured I'd get your attention by posting a completely non constructive post just attempting to get a reaction so you would at least notice my constructive post some while ago. But It seems you still choose to ignore it.
E/ In short I'll drop this **** if you just go and read and acknowledge my post. Even if you don't put it in your animation you'll know for future anims. All I want here is for people to Improve and get better at something that they enjoy.  Edited by ezjamin on Mar 9, 2008 at 07:52 PM
Quote: --- Original message by: HDoanQuote: --- Original message by: iron clad when exactly did you give constructive criticism? Quote: Doans Idle is still 100000000000000x better than clads.. Even if it is pointing "at the ground" (I'd use that term sparingly if I were you.. seeing as you only have to rotate it down about 2 units which is hardly pointing at the ground.)
Only problem is that Doan has allot of trouble getting motion looking any good at all. clads motion leaves a hell of allot to be desired as well. There it is
That wasn't constructive tbh. That was just pandering to most of the members here. Ie: as soon as I flame someone people suddenly take notice. Edited by ezjamin on Mar 9, 2008 at 07:19 PM
IDIOT!
Detail as in more key frames... GOD DAMN
Waaaaaaaaay back. Seems you didn't read it tho.
In short it was: Add more force to mag in ect.. add more finger movement and just add more general detail.
It seems allot of you think that peoples work around here "draws liquid into the mouth by movements of the tongue and lips" then.
Strange how words can mean one thing when it's convenient then suddenly it can change right back to its original meaning when some prick is trying to get 1up over someone on an internet forum.
Doans Idle is still 100000000000000x better than clads.. Even if it is pointing "at the ground" (I'd use that term sparingly if I were you.. seeing as you only have to rotate it down about 2 units which is hardly pointing at the ground.)
Only problem is that Doan has allot of trouble getting motion looking any good at all. clads motion leaves a hell of allot to be desired as well.
PS: I'm not going to bother giving constructive crits nymore for a variety of reasons. 1/ No body bothers to read nice/helpfull posts. 2/ Even if you did read it you'd ignore because for some strange reason you don't want to expand your animation and make it better. 3/ Seems this community only responds to flames/people saying something sucks.
PPS: So.. yeah.. you suck.
Animation is lacking finger movement. (I know they move but no where near enuf) it also lacks decent looking force for each move... The mag in looks really weak as is now... aaand add more key frames/detail.
Edited by ezjamin on Mar 4, 2008 at 05:25 AM
/sarcasm mode
Nice to see the team getting along and all working together towards a glorious end project.
Just collapse the UVW unwrap modifier then you can edit the model as much as you want without destroying the Uvs.
retarded =/= retarded
I disagree the case is definitely not closed. Want it to look like halo3? Change the FOV.. Reanimate all weapons and save yourself from the *****ing when you release it. And so what if the reticle is higher in this game... Just point them down slightly when animating.. it doesn't make any real difference what so ever to where the gun shoots (I presume you already knew this.) But then you will get a few people who completely contradict themselves when you release who will say. "Lol, I want perfect halo 3 origins! lol... But the gun shoots upwards LOL!!!11!!!1!! YOU SUCK" So you need to ask yourself a question... Do you feel lucky?... Well, Do ya? Punk! Edited by ezjamin on Feb 24, 2008 at 07:13 AM Edited by ezjamin on Feb 24, 2008 at 07:14 AM
Quote: --- Original message by: iron cladQuote: --- Original message by: bobbysoon So, yeah, rigging is hard and stuff. I thought fp was hard, but I bet a full biped is harder. And it gets better, when you get into constraints and physics simulators and stuff. I don't know how exactly, but if you look at the warthog's chaingun belt animations, you see it's got a sway to it - i think something like a spring coefficient or sumthin could have been applied to it. idk, just thought i'd try to save this thread, since rigging is an interesting topic actually a full biped is much easier then fp arms.
You've clearly never tried to skin a character with complex bones. Just in example.. A character with all the fingers... That's just like skinning first person arms but with everything else as well.
I was on about the second half of your post.
Quote: --- Original message by: Glowing Gwunt *dies of blindness after seeing first flood juggernaught* bleh... *comes back to life after looking at 2nd flood juggernaught* nice, but since when were flood j's able to put their arms through the floor? Edited by Glowing Gwunt on Jan 28, 2008 at 11:57 AM
Are you being sarcastic? Or are you just a complete idiot?
A major part of it is also that the FOV's for both games are different... You'll never get a spiker with accurate origins unless the animator can be bothered to reanimate all weapons in a 54 degree FOV.
Quote: --- Original message by: gamegodlazy he can model i think XD other wise he couldnt know hwo to rig XD (atleast i think he models and if you cant model that you cant rig)
Rigging is just weighting vertices to bones. Modeling is a totally different animal... But he can model as well XD.
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