Animated Mech Gifs
#61
Posted 02 November 2017 - 09:38 AM
#62
Posted 02 November 2017 - 10:24 AM
#63
Posted 02 November 2017 - 09:06 PM
Juodas Varnas, on 02 November 2017 - 10:24 AM, said:
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
Posted 27 January 2018 - 03:16 PM
Juodas Varnas, on 31 October 2017 - 07:07 AM, said:
*Sigh*
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
#66
#67
Posted 10 February 2018 - 05:01 PM
mad kat, on 10 February 2018 - 03:24 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.
#68
Posted 10 February 2018 - 09:57 PM
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
Posted 11 February 2018 - 12:47 AM
#72
Posted 12 February 2018 - 02:38 PM
great art.
Many many thanks.
#73
Posted 12 February 2018 - 04:07 PM
Edited by ramp4ge, 12 February 2018 - 04:07 PM.
#75
Posted 12 February 2018 - 09:24 PM
#76
Posted 02 March 2018 - 02:32 AM
Custom Nightstar with many PPCs. I call it the Nightstarstar.
The NSR-9FC build I have been running: 2x RAC-5, 2x LPL
A big gif:
#77
Posted 02 March 2018 - 03:58 AM
God... That awfully awkward side-ways rocking waddle it has... Ruins the mech for me.
#78
Posted 02 March 2018 - 04:58 AM
Juodas Varnas, on 02 March 2018 - 03:58 AM, said:
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
Posted 02 March 2018 - 02:50 PM
#80
Posted 03 March 2018 - 07:29 PM
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users