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Space Annimation Test with custom sfx


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#1 Grafix TM

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Posted 10 November 2011 - 07:38 PM

Space Annimation Cycle 1 with custom sound effects.



#2 Threat Doc

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Posted 10 November 2011 - 08:10 PM

JumpShips have station-keeping thrusters and use only enough thrust to get from one point in folded space to the next, and then deploy the sail. The coordinates are usually already set; zenith, nadir, or pirate, so they go straight there, not needing to thrust into those points. As for the animation on its own merits, I think it's pretty good; Merchant-Class?

Edited by Kay Wolf, 10 November 2011 - 08:10 PM.


#3 HanaYuriko

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Posted 10 November 2011 - 09:11 PM

The jump itself has been described as the ship existing in two places at once. While inside people describe the universe around them stretching into the infinite before snapping back to reality. Other descriptions tend to talk about the giant IR distortion, so there's probably a lot of heat released.

The descriptions were probably inspired by ships exiting hyperspace in Star Wars. (Makes sense considering Stackpole also wrote SW novels).

Taking both into account, a jumpship traversing might look like a cross between SW hyperspace exit and Star Trek's cloaking field effect.

#4 CaveMan

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Posted 11 November 2011 - 12:32 AM

Not too shabby looking. What software package are you using?

#5 Grafix TM

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Posted 11 November 2011 - 05:52 AM

View PostHanaYuriko, on 10 November 2011 - 09:11 PM, said:

The jump itself has been described as the ship existing in two places at once. While inside people describe the universe around them stretching into the infinite before snapping back to reality. Other descriptions tend to talk about the giant IR distortion, so there's probably a lot of heat released.

The descriptions were probably inspired by ships exiting hyperspace in Star Wars. (Makes sense considering Stackpole also wrote SW novels).

Taking both into account, a jumpship traversing might look like a cross between SW hyperspace exit and Star Trek's cloaking field effect.


Thank you for the input Hana. I will tweek my 3D annimation sequence to be more true to lore....But first, time to spend time with my family on this beautiful federal holiday since today is the day we honor my fellow military veterans past and preset for their service and honor those that have made the ultimate sacrifice.

View PostCaveMan, on 11 November 2011 - 12:32 AM, said:

Not too shabby looking. What software package are you using?

I use 3D Studio Max and Photoshop CS for my 3D modeling and texturing. I use Adobe Premier Pro to mix sound effects with full motion video. I am still learning to work with Adobe AfterEffects for other special effects work.

#6 Grafix TM

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Posted 11 November 2011 - 05:34 PM

View PostKay Wolf, on 10 November 2011 - 08:10 PM, said:

As for the animation on its own merits, I think it's pretty good; Merchant-Class?

Thanks, as for the model, it is my interpritation on the Invader Class Jumpship. I know it does not have the Plantation/Vegitation domes but I figured that I would make my Invader Jumpship more Battle Ready instead of an Ark looking ship.

Testing the Dropship Launch Annimation Cycle with Sound Effects.



#7 Threat Doc

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Posted 11 November 2011 - 07:08 PM

Okay, Merchant carries 2 DropShips, Invader 6. So, and I'm trying to be constructive, here, either you need to make your Union's smaller, or your Invader a LOT bigger.

#8 Grafix TM

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Posted 11 November 2011 - 07:20 PM

View PostKay Wolf, on 11 November 2011 - 07:08 PM, said:

Okay, Merchant carries 2 DropShips, Invader 6. So, and I'm trying to be constructive, here, either you need to make your Union's smaller, or your Invader a LOT bigger.

Like I mentioned above...

View PostGrafix™, on 11 November 2011 - 05:34 PM, said:

it is my interpritation on the Invader Class Jumpship. I know it does not have the Plantation/Vegitation domes but I figured that I would make my Invader Jumpship more Battle Ready instead of an Ark looking ship.

Edited by Grafixâ„¢, 11 November 2011 - 08:30 PM.


#9 Stingray Productions

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Posted 02 December 2013 - 11:28 PM

this clip makes me think, the devs ought to make another intro movie. Remember when mechwarrior reboot was coming out, that movie with the warhammer and atlas? They need to do another movie like that but for MWO.

Edited by Stingray1234, 02 December 2013 - 11:28 PM.


#10 CyclonerM

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Posted 03 December 2013 - 02:18 PM

View PostStingray1234, on 02 December 2013 - 11:28 PM, said:

this clip makes me think, the devs ought to make another intro movie. Remember when mechwarrior reboot was coming out, that movie with the warhammer and atlas? They need to do another movie like that but for MWO.

It would not be the same ;)

#11 Nakamura Takeshi

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Posted 05 December 2013 - 08:29 AM

View PostGrafix TM, on 11 November 2011 - 05:52 AM, said:

I use 3D Studio Max and Photoshop CS for my 3D modeling and texturing. I use Adobe Premier Pro to mix sound effects with full motion video. I am still learning to work with Adobe AfterEffects for other special effects work.


The adobe suite is great, I would suggest looking into Adobe Elements (3d) as well, not as good at a dedicated 3d program but has it's perks. Also you may want to look into Videocopilot, they have some excellent tutorials and suggestions. I need to polish my Adobe skills as well, great work and keep it up!

#12 DerMaulwurf

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Posted 05 December 2013 - 09:40 AM

View PostHanaYuriko, on 10 November 2011 - 09:11 PM, said:

The jump itself has been described as the ship existing in two places at once. While inside people describe the universe around them stretching into the infinite before snapping back to reality. Other descriptions tend to talk about the giant IR distortion, so there's probably a lot of heat released.

The descriptions were probably inspired by ships exiting hyperspace in Star Wars. (Makes sense considering Stackpole also wrote SW novels).

Taking both into account, a jumpship traversing might look like a cross between SW hyperspace exit and Star Trek's cloaking field effect.


Actually there is quite a bit of technobabble on how the IR signature appears at the destination point before the jump drive is activated and that the actual transition is more or less instantaneous.

#13 Threat Doc

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Posted 05 December 2013 - 12:33 PM

View PostMarack Drock, on 05 December 2013 - 09:40 AM, said:

Does anyone besides me wonder how the jumpship deploys the sail? Its in space no air to make the sail unfold. It would stay folded up the entire time and never deploy (physics 101).
Folding and telescoping poles, man, folding and telescoping poles. It takes an hour to deploy a sail for the small JumpShips, and up to five for the larger.

#14 Johnny Z

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Posted 06 December 2013 - 03:04 PM

Well done. I am all for the original story and lore, but I wouldn't take every addition to that, to seriously.

I would like to see more intro's like this in game and of course well polished.

This adds atmosphere and every great movie or game has that as number 1.

#15 9erRed

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Posted 08 December 2013 - 07:42 AM

Greetings,

Reference the first vid:

Good first attempt, and as mentioned the only time the Jumpship makes large moves is to reposition for the collector sails optimal deployment. If your going to move the Jumpship the engine exhaust should be clean short "straight back" projections. Similar to the current ION drive engines we are now using. (your current exhaust looks similar to just burning gasses and no push behind them. And in size relation would be on the area of city blocks.)[note the items about the relative weak engine sizes of Jumpships]

Backstory to the BattleTech Drive systems:
- Most Jumpships, but not all, have Hardpoints with Kearny-Fuchida Field Conducting (KFFC) Booms that extend the jump field to include docked DropShips. JumpShips are not meant to move away from jump points and have no transit drives, only weak maneuvering thrusters to adjust their position. Other than that, they provide crew quarters and a bridge; other common features include Grav Decks, hydroponic gardens, extra cargo space or hangars for Small Craft.

- In order to safely jump, a JumpShip must operate within a zone where gravitational influences drop below the critical level for the hyperspace field of the K-F drive to form properly. These zones are somewhat inaccurately referred to as Jump Points. Typically, JumpShips remain at valid jump points at all times, but some irregular jump points are of a transient nature and might vanish (due to planetary mechanics, for example). In such a case the JumpShip must wait for the jump point to reappear or move to another jump point; it cannot jump otherwise.

- The Jumpships normally enter a system in one of three locations, relative to the systems spin.

- The Jumpship can enter a system on the proximity limit above and below the poles of the star as defined by the system's plane of the ecliptic, called the Zenith and Nadir jump point, A third and more dangerous point is called the "Pirate" points and are normally located within the system itself, these points are located at LaGrange area's within the systems. Possibly between a planet and its moon/s and requires very precise calculations to match all the moving bodies gravitational pulls.

- When materializing at their destination point, the JumpShip causes tidal stresses similar to those caused when jumping. It also advertises its presence with an electromagnetic pulse that can be detected billions of kilometers away, and an infra-red signature that can be detected from a relatively close range of up to 50,000 km. Together these are called the Emergence signature, and are determined by the total mass of the JumpShip and all attached DropShips. It is even possible to assess the mass or size of an arriving JumpShip from its emergence signature.
[you may want to show a pulse moving out from the jump point as it is formed, and the indicated red colour shift.]

- While a JumpShip may be in motion relative to the origin jump point, it always arrives "stationary" relative to the jump point. A somewhat inaccurate description is that being pulled through a jump takes the momentum out of any mass. To be exact, the ship matches the motion (vector and velocity, or even orbital path) of the destination jump point upon emergence.
[This would allow you to place in a "start-up" sound for the engines coming on line, the "emergence" effect would be something similar to what you would see in the game "Homeworld". Showing the effect passing over the ship as it transits and appears at it new location.]

The engines may need to show the amount of drive energy available, and possibly indicate a futuristic design.

Examples:
Posted Image
Posted Image
Posted Image


Ref the second vid:

The Dropships sometimes take days to arrive at the locations they are going to land at, depending on the "Jump-in" point. And would normally not exceed 1 or 1.5G's (relative to any near by mass)during the transition to the planet or location for orbital insertion. You don't/may not need the large plumes of exhaust displayed to indicate the ship leaving the docking connection, that much push would probably also move the Jumpship as well. Using the similar exhaust effects of the images may do it for the disengagement process. (Keep in mind that some Jumpships used "grappling arms" to move the smaller dropships into position and "dock" them.)
[the outboard engines were normally only used for the "planet fall" entry, and deployed when in atmosphere, the centerline engine is the primary drive unit. At least on the "Union" class series.]

- The Jumpship your video most closely represents (within BattleTech) would be the "Invader" class, which carried a max of 3 Dropships.

Good start for the vid's.
9erRed

Edited by 9erRed, 09 December 2013 - 01:48 AM.






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