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Fan made animations.


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#41 Tvae

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Posted 14 April 2012 - 07:40 AM

Wow, even from that short clip it seems like your walk cycle animations have really been improving. I'm really starting to look forward to this longer animation. Keep it up!

#42 Kilroy

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Posted 14 April 2012 - 02:30 PM



I wanted to include a few better effects for explosions and such but my software crapped out on me.

Edited by Kilroy, 14 April 2012 - 02:35 PM.


#43 Kilroy

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Posted 05 May 2012 - 02:10 PM



#44 Fameth Sathronaveth

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Posted 07 May 2012 - 09:07 PM

Dude, Kilroy, that last video was sick! It was really cool to see how you were able to improve the footwork, framework and camerawork from video to video! Keep it up! That is a great skill to have, [rough/small time animation], to just be able to pull stuff out of your pocket if you know what I mean... I wish I could create stuff like this.

#45 ethnic minority

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Posted 09 May 2012 - 12:44 PM

Nice panther ;-)

#46 David Butcher

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Posted 09 May 2012 - 05:18 PM

http://youtu.be/nNlb4jfPI4Y

http://youtu.be/19b5gPmsmlM

Here are some videos I made using Lightwave 9.5. I have over 30 Battle tech 3D models created clan and Inner Sphere mechs. I also have dropships, Jumpships and Aerospace fighters.

hope you like...please comment

Cory

#47 Sean Lang

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Posted 10 May 2012 - 07:23 AM

Ian, good work but you know I never come without some criticism and advice for it. One of the main issues I see with all of the animations is the lack of mechanics.

What I mean by this is a term, kinesiology. http://en.wikipedia....iki/Kinesiology

Battlemechs are by fiction built just like or very similar to the human body. This includes bone structure, legs, arms, hips as well as musculature with the use of the synthetic myomer muscles.

Videos like this:

Show you how overall our bodies move while walking. The human body is built for such movements, and as mechanics go replicating this to a certain extent would benefit you. There are many other youtube vids that break down birds running to help you understand that type of leg movement as well. If you could learn and develop the animation skills, your video's would like 100% better.

And as always Ian, great job and I hope school is going well bud, I can tell it has helped your work! Looking forward to more and hope this helps, hit me up if you have any questions.

#48 Dedrayice

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Posted 10 May 2012 - 08:04 AM

i can understand wat u mean sean but how to do explain the kinesiology of a reverse leg jointed mech like a madcat or similar mechs of that type would be difficult even for the creator of this game to do, due to the fact that human legs are not reverse jointed.

#49 Sean Lang

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Posted 10 May 2012 - 08:18 AM

View PostDedrayice, on 10 May 2012 - 08:04 AM, said:

i can understand wat u mean sean but how to do explain the kinesiology of a reverse leg jointed mech like a madcat or similar mechs of that type would be difficult even for the creator of this game to do, due to the fact that human legs are not reverse jointed.


Easy: http://www.youtube.c...d&v=KjisEjjHUdM

Animations in games are really only limited by the imagination. Looking at birds or animals that have the same skeletal structure helps, and thus you can see how a bird like the Emu would help.

#50 David Butcher

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Posted 15 May 2012 - 04:11 PM

Here is the link to another one of my 3D animations using Ghost Bear Madcat, Loki and Elementals

http://youtu.be/TlbKX1Rey3E

#51 Aero Slasher

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Posted 15 May 2012 - 11:25 PM

an atlas with a hammer wow!

#52 Kilroy

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Posted 28 May 2012 - 08:02 AM

Working on yet another.

There will be 8 IS mechs and at least 5 clan mechs.

I haven't decided on a location yet so if anyone has a preference I might go with that.



#53 Adridos

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Posted 28 May 2012 - 11:23 AM

View PostKilroy, on 14 April 2012 - 02:30 PM, said:




Nice video. Lots of work and skill involved for sure. :D

But you could've given more credit to our aerospace, since it's the best out there (that's from Sarna, maybe not entirely accurate), or at least surely tops the Steiner one (c'mon, the fighters are so light, not even 50 tons ;) ).

#54 Kilroy

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Posted 14 June 2012 - 04:32 PM


Edited by Kilroy, 14 June 2012 - 04:33 PM.


#55 Skadi

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Posted 14 June 2012 - 05:01 PM

View PostKilroy, on 11 January 2012 - 06:51 PM, said:



Lol love the marching Atlas ;)

#56 Trenticon

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Posted 14 June 2012 - 09:01 PM

Great job kilroy. Your videos are very entertaining, and it shows your devotion and fandom to battletech. Keep up the good work man!

#57 Teslacoil

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Posted 15 June 2012 - 02:56 AM

This was the first and last time so far that I tried making any kind of mech animation. That was 3 or 4 years ago when I was learning how to use Max in school. Looks like absolute ***** but there you go, fan made animation.


Edited by Teslacoil, 15 June 2012 - 02:56 AM.


#58 Adrienne Vorton

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Posted 18 June 2012 - 08:43 AM

can´t we just throw all the talents in this forum together and make the frakkin movie others miss to do? just sayin :D

#59 Kilroy

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Posted 18 June 2012 - 09:54 AM

View PostAdrienne Vorton, on 18 June 2012 - 08:43 AM, said:

can´t we just throw all the talents in this forum together and make the frakkin movie others miss to do? just sayin :D


That would be nice and I would be up for it. The only problem is that most of use use different software so someone would need to comp everything together at some point which might get weird.

I did try that once before and it turned into a bit of disaster (Mainly because most of the people who said they would help didn't). It was fun working on it though.

Previous attempt (It was one of my first attempts at 3D so it is pretty bad):
http://www.youtube.c...75CB5D891DF6E61

Edited by Kilroy, 18 June 2012 - 09:55 AM.


#60 Kilroy

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Posted 18 June 2012 - 05:47 PM

Quickly thrown together preview for another animation. I don't have an estimate on when it will be done yet.







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