View Full Version : Animation real time 3d game
Emoy one 08-20-2003, 11:32 PM Hi every one,
we've just finish a couple of gameplay animation and real time kinématiks for a french game company,we're happy to show you one of them....
Done with Max5 with linear controlers and forward kinématiks.
...crits are welcome...
http://perso.wanadoo.fr/3hcrew/
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The feet of the guy who jumps down (I presume its the character you play in the game?) are sliding and floating. When he gets up at the end, the movement is quite jerky... try to smooth it out.
The guy who gets killed should drop his sword.
Emoy one
08-22-2003, 12:30 PM
....at the same place....
download here (http://perso.wanadoo.fr/3hcrew)
http://perso.wanadoo.fr/3hcrew/cin%E94.jpg
MfS->Thanks for your comments,for the feet,i'v juste render a new version with shadows(old one was just a preview)
For the feet,i would have dream for IK but people don't want,i can't understand them.... :)
You'r right for the sword,but i can't do anything on it because of game constraints(maybe the same ugly people).... :hmm:
Maya4fun
08-22-2003, 12:50 PM
Great work man, it's so smooth now.
I'd like particular the situation on "how he kill him" great combination.
Traduction : Bon boulot mec, c'est bien smooth maintenant.
J'aime particulièrement la situation, ou plutôt "comment il fait pour le tuer" bonne combinaisons.
:beer:
Emoy one
08-22-2003, 04:15 PM
...just have put two other avi....
Manu ->Merci man,on se check sur MSN...;)
McSpirit
08-22-2003, 06:57 PM
Nice animation but I would like if you used a bit more time on showing the bad guys death.
Also I noticed the bad guy's body is moving in a strait line. maybe his fall line should be affected more by gravity :shrug:
CnexS
08-22-2003, 08:14 PM
when the soldier bends at the hit of the spear you can see throu his body also down at the feet. and when his legs go back, its too slow :/ more jiggle
and when the other guy lands he is floating juuuust i little bit off the ground, you can also see throu his body but in the beginning before he jumps.
maybe its just me who is very VERY picky :)
Emoy one
08-23-2003, 10:00 AM
McSpirit ->thanks man,you're true,animation of the bad guy is a bit strait.... :p
In reality it's really stait because i have no time to animate it corectly,i only have one day to make the whole animation(here we have cut the intro plan where the hero is looking to the guard and stand up for jumping).....
CnexS->Don't worry man,you don't have halucinations,there is open space between object,the game engine will weld the vertices in game....i have no time to simulate bones so you see thru....Sorry :blush:
mehdianim
08-23-2003, 10:18 AM
The explosion in the water feels pretty good. Maybe not viscous enough...
The drop and swing kick look a little too linear. The guy sould use a bit more weight. Also what's screwing it up is that the cut happens right on the kick so the hit doesn't feel powerful. It seems the guy just translated onto the spear. Which he doesn't seem to hit too hard either. A little more snappiness would help overall. And some offset keyframes. Right now all the keyframes stand out a bit.
The walk feels nice and smooth but a full or even two cycles would help judge it better.
On the right track though
bigbad
08-23-2003, 08:57 PM
The explosion impact under water is good. The speed of the shockwave is way to slow. The bodies should be reacting almost immediately.
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