View Full Version : WIP: Characters and Anim. Test
07-03-2003, 04:30 AM
I've been working on some characters and vehicles for a short animation I plan on doing. Basically the Asian fellow in the picture below will be escaping from some building and will be pursued by guards similar to the ones in the pic. The asian will take the vehicle in the second pic (which is far from completed at the moment) and drive away. A tank will pursue him through a portion of the city finally damaging the car and forcing the asian to steal a motorcycle (no model yet) to complete the getaway. Let me know what you think! Oh, and I need a name for the Asian dude... I'm tired of calling him "Asian Dude" or "Asian Fellow" all the time. Thanks in advance!
Guard Gunfire Test (Cinepack codek) approx. 4.2MB
Another Vehicle from the animation Lighting Test (DivX 5.05) 1.1MB
07-03-2003, 08:13 AM
I'm hopeless with names, my avatar is still unnamed and I created him almost 2 years ago :p
But nice work. I absolutely LOVE your lights. Please tell me what you're using for your lensflares... they're not just normal lensflares are they?
I recon the gun needs to be heavier in the gunfire test, like have him hold it closer to his shoulder, and get some strong shoulder movement from the recoil. Nice anim so far though.
07-03-2003, 10:15 AM
good stuff and very good style
the car's material looks like plastic : it's strange (but it's wip ok ...)
same critic for the gunfire than kretin : stronger recoil and better position of the weapon.
The recoil must be quick and hard, the return to the rest position can be slower.
The rythm of the gunfire is strange: is slow for automatic but fast for a one by one shot.
07-03-2003, 12:28 PM
Thanks for the feedback! for the shoulder-mounted lights on the soldiers I used two lights. One is a 100% intensity spotlight with volumetric light set to sprite and the light's range set to inverse distance with a falloff of 5 meters. I then made a point light to the front of the spotlight with 100% intensity but the intensity/falloff set to linear and the range set to 250mm. I applied a lenseflare to the pointlight with the following settings.
Flare Intensity: 25%
Fade Off Screen: yes
Fade Behind Objects: yes
Central Glow: yes
Star Filter: 4 point
Rotation Angle: 45
Random Streaks: yes
For the blinker lights on the vehicle I used the following settings on point lights.
Light Intensity: 100% with an envelope set to control blinking
Intensity Falloff: Inverse Distance
Range/Nominal Distance: 255mm
Lense Flare: yes
Flare Intensity: 30% with an envelope set to control blinking
Fade in Fog: yes
Central Glow: yes
Glow Behind Objects: yes
Star Filter: 4 Point
Rotation Angle: 20
The rendertimes weren't really affected by the volumetric lights because they were set to sprite mode and the lense flare is really fast to render. If I didn't mention a setting in the above setup, I didn't have it selected or it was ghosted. I hope that helps!
I'll try and make the gun seem heavier and I'll probably also speed up the firing like you said VBK because you're right, it does look slightly too slow for automatic fire and to fast for single trigger pulls. Thanks for your comments!!!
07-03-2003, 04:21 PM
Ok, I created two new gunfire tests (one fast, one slower) that I think look better, but I'm not sure which one is the better speed.
fast one (Cinepack Codek) 1.8MB
Slower one (Cinepack Codek) 2.1MB
07-03-2003, 04:34 PM
i prefer the number 3
but you could exagerate the movement again and maybe have the gun really against the shoulder. Right now the gun is almost against the chest ...
07-04-2003, 06:47 AM
Wow, thanks for the lighting info... I'm very impressed :applause:
I like the faster one, number 3, the best too :)
07-08-2003, 05:22 PM
I just finished modeling and testing the motorcycle that I will be using in the animation. I'm not quite satisfied with the stop I used, but the start seems to work.
Cinepack Codek (approx. 4.5MB)
07-08-2003, 07:26 PM
i think the start and the stop are to fast
your character have to fight more against inertia of the movement of the bike
01-15-2006, 02:00 PM
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