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« Reply #30 on: June 05, 2011, 03:24:09 PM » |
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@kit-...thats a bit general...but i guess your talking about the whole model soo i use the hip bone.
sdoom - i create the gifs using a exe that i dl off the internet and edited a tiny bit. It(now) takes all the images from a folder and converts them all into one gif.
the other program(also from internet and edited) takes a screenshot of a specific area that i want(like aim->take screenshot) so i can take multiple pics of the same spot and it autosaves with a generic filename(so its quicker).
for the first animation(s4s) i didnt have the exes so thats why its a bit shaky(i had to manually make the gif with gimp). The others ones are done with the dl-ed exes
edit: i use bb 3.2 btw, not 4.2 jsyk
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« Last Edit: June 05, 2011, 03:28:40 PM by CaptN CeeGee »
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« Reply #31 on: June 05, 2011, 03:35:58 PM » |
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Ah ok, thanks. That's pretty clever.
As for the animating, surely that must take ages to do each animation if you don't have the rotation orb? Usually what I do is construct the animation in modset 4.2 0.64d, then clean it in 0.62b (to reduce file space and fix any screwy interpolation problems).
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« Reply #32 on: June 05, 2011, 03:36:42 PM » |
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@kit-...thats a bit general...but i guess your talking about the whole model soo i use the hip bone.
[censored], that's some smooth animation with the HipN. I bet you used alot of key frames to make it that smooth. I'd recomend using XRot and YRot to spin and flip your players since it won't throw them off kilter as easilly as the HipN does.
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« Reply #33 on: June 05, 2011, 03:47:28 PM » |
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^lol well the hip bones doesnt(hasnt) mess(ed) up for me yet. But yeh i used to use x,y for rotation but i just use x for height and just forget about y. Its better to have one bone doing certain rotations instead of multiple bones doing the same rotation. - o yea i dont really use too many keyframes(or at all) to fix the hip bone cuz it usually never messed up unless i did something wrong.
sdoom - yeh it takss a few hours to make some animations. But i never thought about that. I dun wnna use 4.2 cuz i used it to make s4s but then i had to clean it up manually in 3.2...basically remaking each keyframe >.>. But ill try your idea, sounds good thnx.
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« Last Edit: June 05, 2011, 03:48:47 PM by CaptN CeeGee »
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« Reply #34 on: June 05, 2011, 04:11:38 PM » |
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Huh. Bloody hip pisses me off alot (untill I discovered to the Rots XD) but yea, I usually use XRot to spin my char and YRot to Flip (or to do both Z and Y) them.
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« Reply #35 on: June 05, 2011, 10:18:39 PM » |
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nice animations man keep up the good work
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if you want a brstm just ask for one from me or search for one
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« Reply #36 on: June 06, 2011, 02:01:10 AM » |
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Chun Li´s moves are looking good so far. How mouch % you have in progress?
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« Reply #37 on: June 06, 2011, 02:55:19 PM » |
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wut u see is the progress
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« Reply #38 on: June 07, 2011, 02:43:52 PM » |
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What's Happ'in Capt'in? (lol had to do it XD)
Hey, if you would like any assistance, I'm willing to help some =3 Everyone here can attest I'm not too bad.
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« Reply #39 on: June 07, 2011, 02:51:37 PM » |
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^nm... was busy for the past few days, but ill try and get an animation in today. I made an exe to export certain data from files...then edited an existing exe that i made to view the data(all this took a while).....only to to realize that someone had already made an exe to view the data(which i had dl-ed a few days back)>.> - Buut it was worth my while to get back into c# and see my success.
-anyways, uh i dun need help atm. Probably l8er tho, thnx for offer.
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« Last Edit: June 07, 2011, 02:52:31 PM by CaptN CeeGee »
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« Reply #40 on: June 07, 2011, 02:52:37 PM » |
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Spiffy! Well just leme know. i'm taking a small break from my own semi-solo project and a little "fresh air" would do me wonders lol
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« Reply #41 on: June 07, 2011, 10:38:22 PM » |
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update-> dodge back(dodge 1). Its not a perfect match and obviously slower. was trying to keep the frame count the same as the original dodge back(not the gif)
-credit 2 sdoom for tip of using bb 4.2 then clean up on 6.2b...altho i needed clean a bit more due to the rotations still being off.....alot >.>. Anyways i did finish the animation quicker so thnx
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« Reply #42 on: June 16, 2011, 12:43:45 PM » |
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Is there a texture/model/import of chun-li over samus, looks cool though.
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« Reply #43 on: June 16, 2011, 02:21:37 PM » |
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In order to get real feedback, you guys are allowed to:
- give real feedback,
- point out the pros and cons,
- talk trash on my work, as long as you mean it(lol),
- say whats needed to be fixed,
- not be afraid of being banned for talking trash on what i do in this thread, because i allow it
a bit redundant but i hope you get the point. This is also in the OP Too.
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« Reply #44 on: June 16, 2011, 02:28:41 PM » |
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Honestly, your stuff is hard to critique because it's really really good XD Though the jump animation is a tad stiff. Though animations like that always look better in game.
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