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Animated Mech Gifs


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#81 ramp4ge

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Posted 03 March 2018 - 09:09 PM

Yeah your walking animations for the Nightstar are absolutely flawless. Those are freaking amazing!

#82 process

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Posted 05 March 2018 - 06:18 PM

Hey jjm1, are you taking requests? Can we get some classic Timber Wolf or Warhammer love in here?

#83 The Reaper Beckons

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Posted 05 March 2018 - 09:57 PM

This is absolutely amazing work

#84 Doctor Dinosaur

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Posted 06 March 2018 - 12:28 AM

Just found this thread, kudos jjm1, amazing work!

#85 jjm1

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Posted 11 March 2018 - 03:28 AM

Timberwolf.

I made a few modifications myself.

I clocked it at roughly 84 kph. I eyeballed it and measured it after, so not too bad considering.

Posted Image

Spoiler


Quad UAC-2
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fun experimental renders:
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#86 process

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Posted 12 March 2018 - 05:51 AM

Yes! Wishes do come true!

#87 Juodas Varnas

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Posted 12 March 2018 - 06:00 AM

Something about the animation makes it look so much more aggressive than the one in-game, i just can't put my finger on it

#88 Brain Cancer

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Posted 12 March 2018 - 12:19 PM

View PostPhantomDust, on 25 October 2017 - 10:49 AM, said:

These are all awesome! keep them coming Posted Image



Don't you mean "He's hired and we'll have him fixing the animations as of yesterday?"

Heck, I'll even take "yesterday" being now, months later. :)

#89 Pariah Devalis

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Posted 14 March 2018 - 12:20 PM

One critique on that Timberwolf walk, though. It seems a little floaty. Specifically, the retreating foot doesn't seem to "push off" from the ground very much, while the advancing foot kinda... plops onto the ground, as opposed to gripping the ground on impact. Or rather, it seems like it isn't curling at all, just staying parallel to the ground on the forward movement.

ex:
Posted Image

#90 Stridercal

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Posted 14 March 2018 - 01:29 PM

This thread.... it's... glorious!

OP, you rock my stripey socks!

#91 jjm1

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Posted 14 March 2018 - 05:51 PM

View PostPariah Devalis, on 14 March 2018 - 12:20 PM, said:

One critique on that Timberwolf walk, though. It seems a little floaty. Specifically, the retreating foot doesn't seem to "push off" from the ground very much, while the advancing foot kinda... plops onto the ground, as opposed to gripping the ground on impact. Or rather, it seems like it isn't curling at all, just staying parallel to the ground on the forward movement.

ex:
Posted Image


Yes, it is a bit floaty.

It was not an easy mech to animate with the lack of articulation the legs have, I would have to push the amount of geometry clipping further to have more foot pivot which could potentially break it even more.

I might do another version and slow it down a little bit and see about fixing the floatyness.

thanks

#92 Darbbo

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Posted 14 March 2018 - 07:04 PM

When I tried importing the Timber Wolf model into 3ds max it imports all over the place. How do I import the parts to be joined to where the parts belong?

#93 jjm1

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Posted 14 March 2018 - 07:24 PM

View PostDarbbo, on 14 March 2018 - 07:04 PM, said:

When I tried importing the Timber Wolf model into 3ds max it imports all over the place. How do I import the parts to be joined to where the parts belong?


There is usually a pre-assembled 'render' model. If its there I use that as reference to position the rest of the parts by hand.

Either that or you can try Heffay's tools: https://mwomercs.com.../page__st__2160

#94 mad kat

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Posted 15 March 2018 - 05:36 AM

View Postjjm1, on 10 February 2018 - 05:01 PM, said:


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.


I didn't do any of that stuff that you told me how just tried to set a start and end position for the ground with a flat vector for the ground to move at a linear rate.

There is little 'slip' and a disappearing rock but close enough with and without bob:
Posted Image
Posted Image

Edited by mad kat, 15 March 2018 - 05:42 AM.


#95 Darbbo

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Posted 21 March 2018 - 03:18 PM

View Postjjm1, on 14 March 2018 - 07:24 PM, said:


There is usually a pre-assembled 'render' model. If its there I use that as reference to position the rest of the parts by hand.

Either that or you can try Heffay's tools: https://mwomercs.com.../page__st__2160



Awesome thanks for responding.

Uh followed link but didn't see any tool from Heffay.

Edited by Darbbo, 21 March 2018 - 03:24 PM.


#96 xR1pp3Rx

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Posted 29 March 2018 - 02:48 AM

im curious how you are doing the textures.. is there a way to use pgi uvs to paint on?

#97 jjm1

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Posted 31 March 2018 - 10:59 PM

View PostxR1pp3Rx, on 29 March 2018 - 02:48 AM, said:

im curious how you are doing the textures.. is there a way to use pgi uvs to paint on?


UVs are part of the geometry, you could use photoshop/mudbox/mari or whatever works to edit or make new skins. If you're referring to the decals though, I used some floating 2D planes.

#98 Spare Parts Bin

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Posted 01 April 2018 - 03:05 PM

Great thread here.

#99 Magge Bear

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Posted 02 April 2018 - 07:54 PM

View Postjjm1, on 11 October 2017 - 03:41 AM, said:

Scary AS7-D ...with its deadly lurm

Posted Image


Can anyone do a gif with the Kodiak Spirit bear hero with the same animations like this? would be really cool.

#100 Tassselhof the kender

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Posted 02 April 2018 - 10:08 PM

DOOD!!! Very good job. The walking animations are badass and the emots are super funny!! very good job, and I wish you the best of luck with the mech walks.


P.S You should totally do a assassin running
P.P.S you also should do a mech falling face first





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