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i know rigging will be do or die i think...
heres a slighlty better weapon, sorry about the yellow laser dot, i know there supposed to be red... im a bit tixylix with the colours... |
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heres its feet, and lower limbs, i'm not that keen, they will proberbly go...
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Could you post a better angle please?
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just for you RC, i will, but i'll have to wait until tomorrow, im sleepy...and its bath time too.. :)
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here you go... slight foot change...
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oops...
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Me likes! Very nice :cool:
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cheers RC, animation has begun, and lets just say im quite impressed with the results, when it finished i'll post!
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here's his twin, slightly more naked...
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maybe a while before i update this thread
, news link - i work in the Ejection Seat bay... laters... |
Hey Murph
This looks cool, you're on a roll, don't stop!!! As for the wing things, you could just add an attribute to the body plus set driven key so you can rotate them forward and back again. _J |
hey J,
what so the engines rotate vertically? or the cannons? |
Hey Murph
Your engines I was thinking, as for the cannons theres a wheel turn expression around here somewhere I'm sure I saw it maybe use that and change a few bits in it. _J |
iv'e got an expression for the engine blades, which is
[object].rotate (x,y or z) = frame * time * # where it progressivly starts up, that quites cool, that was from Mike, as for the cannons Craig C has just said, key frame slow in and out, and it seems to have worked, my only real problems is wrapping my head around rigging, (and this aircraft crash) M |
Murph
Rigging for this should be pretty straight forward, as its a robot with separate bits you should just be able to parent the parts to the rig ie; leftForearm parent to left forearm(joint) its that easy. Oh yeah forgot, LOL seem as though YOU were on at me for another teaser did you check out the one I posted?? Moan moan moan, want want want LOL _J |
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