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Old 24-08-2004, 06:14 AM   #76
CraigC
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Its not unwrapped yet. No need at this point as the geometry is not bound to the joins, just parented...
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Old 27-08-2004, 05:17 AM   #77
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New animation....

Its really just a glorified character test to see how it works.....

Basically, there will be 30 of them stomping out of the darkness.. this one is the lead, and he looks back to see the others are there and also to acknowledge a large explosion that has just happened towards the rear.... But here he is, all on his lonesome...

http://www.craigcrane.com/the_7/Fina...Blast_full.mov (5 MEG)
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Old 27-08-2004, 05:53 AM   #78
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Wow, this is impressive!

Here are some notions of physic (dont worry no one in holywood know them:

- laser are just like a light but all the rays are going in a straight and paralel (sp?) line, thus it is way more powerfull than a simple flash light.
- laser dont 'glow'. Actually, they do but its because they arent perfect, they colide with particles in the air that make the ray bounce away from its original path.

Of course, this is totaly not relevant to your movie, I just wanted to point it out... You can do as you please.

But on the visual aspect of thing I would reduce the glow a bit and maybe use the traditional color of laser: red.

About the animation: wow! Very cool and realistic, I cant wait to see a few of them at the same time.
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Old 27-08-2004, 06:15 AM   #79
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very good as usual dude, i like the way the hands/manipulators spin, i't reminds me of "maximillion" off of Black hole -

oppps showing my age now...
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Old 27-08-2004, 11:55 AM   #80
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The Black Hole... I loved that movie....

So, what inspired me to have him look the way he does.... Well... and in no particular order.... The Guardians from 5th Element, Maximillion for the hands, The Dark Crystals Garthim and then something that came to me whilst sitting on the toilet early one morning......

So there you have it... Next task, add the army, the explosions to the rear, design some sound and texture them (YUK!)

So keep watching.....
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Old 29-08-2004, 07:52 AM   #81
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hey, craig,

when you rotate the hands is it script or just keyed rotation? if it is script could you divulge? im trying to something similar with a mini-gun, on my wip?
cheers dude


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Old 29-08-2004, 08:41 AM   #82
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Just keys, with a slow in and slow out...... Nothin special at all...
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Old 29-08-2004, 08:59 AM   #83
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ho hum..
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Old 29-08-2004, 09:04 AM   #84
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try it, dont ho hum...... slow in, slow out...... and if you dont wanna script it, character set it and then create a clip and drop that in whenever you need it, emmiters and everything.....

e mail me.
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Old 29-08-2004, 02:29 PM   #85
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hey craig,

it took a while but i did it... as you said slow in and out (said the actress to the bishop),

It looks far, far better than i expected, i also have an expression from Mike that replicated jet engine start up if you want it. i know you have a couple of turbo fans on the back of your droid, just can't remember if i have seen them spinning yet.?

cheers - murph
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Old 29-08-2004, 03:38 PM   #86
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Hi Murph....

Yeah, they spin, but they are only air intakes and outlets for hyper cooling of Hydralics, weapons etc etc etc... very old fashioned method......

The harder they work, the faster they spin. But for now they just do a rotation of 720 every 3 secs...
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Old 03-09-2004, 08:31 AM   #87
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what a week!

Been playing with the hardware render buffer, and doing lots of little tweaks...

http://www.craigcrane.com/the_7/part...FULL2_full.mov

The main bursts seem to die a little to soon, and I need to work on their randomness....
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Old 03-09-2004, 02:34 PM   #88
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looking sweet - it's just the little extras that make it look sooo soooo good - just have to keep watching, over and over.

But how are you going to get another 5 done in a couple of months? (or is just that your own personal deadline)

btw :~ whats the best way to rig it, lots of seperate joints with no real hirearchy, or just parented pivot points?
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Old 03-09-2004, 02:37 PM   #89
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Building the rig is simple.....

Because it was so critical that joints were at the pivot points of places like knees etc etc etc, I used the script that plonks a locator at the geometries pivot point, then as I was making the skeleton, I just snapped the joints to those locators....
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Old 03-09-2004, 02:40 PM   #90
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arhhhh

i think i may have a script like that from highend3d - rummage time
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