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Animated Mech Gifs


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#61 Vancer2

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Posted 02 November 2017 - 09:38 AM

With the basic skills you possess (no insult toward you) I have no idea why PGI isnt scrambling to hire you..

#62 Juodas Varnas

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Posted 02 November 2017 - 10:24 AM

Maybe it's weird, but have you tried to do a gradient for the movement animations? Speeding up/speeding down, you know? To shut up all the naysayers that say that "Oh it's easy to have the mech's animation look good at a static speed, but impossible to make it look good no matter what speed you move" (despite the fact that previous mechwarrior titles did a bang-up job doing just that).

#63 jjm1

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Posted 02 November 2017 - 09:06 PM

View PostJuodas Varnas, on 02 November 2017 - 10:24 AM, said:

Maybe it's weird, but have you tried to do a gradient for the movement animations? Speeding up/speeding down, you know? To shut up all the naysayers that say that "Oh it's easy to have the mech's animation look good at a static speed, but impossible to make it look good no matter what speed you move" (despite the fact that previous mechwarrior titles did a bang-up job doing just that).


Its a procedural curve driven system, it can slow down, blend with different animation layers for walk/run cycles (in theory) and uses a footstep system with IK to walk where you tell it to over any terrain. Only limit really is what looks correct.

Its not "game-like", its a multi-purpose animation tool, so you have more control to do anything you want but consequently there is no logic for how the mechs upper torso automatically handles ramps and stuff like that, the animator has to intervene and make it all look natural.

The character movement system shown recently at citizen-con looked like its procedural and with real-time footstep placement logic for IK, that's the sort of thing your going to need in a realistic mech game. But the work and expertise they have put into making that work, woah.

#64 cinco

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Posted 27 January 2018 - 03:16 PM

View PostJuodas Varnas, on 31 October 2017 - 07:07 AM, said:

Aaaaand it's a million times than whatever awkward waddle we have in-game.

*Sigh* Posted Image


this. pgi animations should study the animations of bipedal humanoids and learn how to animate the compensatory movements they use so they don't bob up and down like some spastic with a stick up their bum

#65 jjm1

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Posted 10 February 2018 - 09:03 AM

Mad Cat MK II scene MKII.

Posted Image




.webm version

more:

Spoiler


#66 mad kat

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Posted 10 February 2018 - 03:24 PM

View Postjjm1, on 10 February 2018 - 09:03 AM, said:

Mad Cat MK II scene MKII.

Posted Image




.webm version

more:

Spoiler


!!! Love it. How did you get the repeating ground?

#67 jjm1

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Posted 10 February 2018 - 05:01 PM

View Postmad kat, on 10 February 2018 - 03:24 PM, said:

!!! Love it. How did you get the repeating ground?


thanks.


My system was haphazard, but basically start with a good ground tile, there should be some sort of formula out there based on number of frames and travel distance to get the right length of tile. Then animate the tile at the opposite of your vehicles travel speed (if your vehicle is walking in place). Copy paste it with offsets equal to the tiles length. If the formula was right the end position (the last frame +1) of the tile matches the position the next tile started at and so on.
(+1 frame because the start end positions are identical, so you crop the last frame to make the loop smooth)

I will have to figure out the correct formula myself before I do more of it, otherwise its quite tedious to make.

#68 KursedVixen

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Posted 10 February 2018 - 09:57 PM

I still fail to see a timby here only that piece of junk you call the Mk II (Sorry pure blooded Wolf clanner here)

The Dire and nova cat look awesome, though.

How about an adder

Or maybe a kodiak

Edited by KursedVixen, 10 February 2018 - 10:01 PM.


#69 Spinosapper

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Posted 11 February 2018 - 12:47 AM

Whoa, these animations look fantastic! Can't wait to see more.

#70 AgBaphomet

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Posted 11 February 2018 - 02:18 AM

View Postjjm1, on 11 July 2017 - 02:54 AM, said:

So I made a new Locust for my next pug match.

Posted Image


you predictetd the piranha. lots of guns and quad AMS. :-D

#71 process

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Posted 12 February 2018 - 01:49 PM

View Postjjm1, on 10 February 2018 - 09:03 AM, said:

Mad Cat MK II scene MKII.
Spoiler



BRB creating alt accounts to like more.

Edited by process, 12 February 2018 - 01:49 PM.


#72 el piromaniaco

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Posted 12 February 2018 - 02:38 PM

Hey man,

great art.

Many many thanks.

#73 ramp4ge

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Posted 12 February 2018 - 04:07 PM

I'd love to see the Shadow Cat or the Nightstar! Or even the EBJ!

Edited by ramp4ge, 12 February 2018 - 04:07 PM.


#74 Jonathan8883

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Posted 12 February 2018 - 08:35 PM

View PostAgBaphomet, on 11 February 2018 - 02:18 AM, said:


you predictetd the piranha. lots of guns and quad AMS. :-D

I looked at that and it took a few seconds to decide that it was a Locust, and not someone's rendition of the Sun Spider.

#75 PocketYoda

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Posted 12 February 2018 - 09:24 PM

Looks good but why no non chicken legs other than the Atlas?

#76 jjm1

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Posted 02 March 2018 - 02:32 AM

Some Nightstars. I like this mech.

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Spoiler


Custom Nightstar with many PPCs. I call it the Nightstarstar.
Spoiler


The NSR-9FC build I have been running: 2x RAC-5, 2x LPL
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A big gif:
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#77 Juodas Varnas

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Posted 02 March 2018 - 03:58 AM

Damn, the animations are so much better than they are in-game.

God... That awfully awkward side-ways rocking waddle it has... Ruins the mech for me.

#78 jjm1

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Posted 02 March 2018 - 04:58 AM

View PostJuodas Varnas, on 02 March 2018 - 03:58 AM, said:

Damn, the animations are so much better than they are in-game.

God... That awfully awkward side-ways rocking waddle it has... Ruins the mech for me.


IKR, twist the torso all the way to the side while walking and its literally a bobblehead.

#79 Jackal Noble

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Posted 02 March 2018 - 02:50 PM

So... when is the NSR getting fixed?

#80 TheArisen

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Posted 03 March 2018 - 07:29 PM

I love your Nightstar animations so much haha





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