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Painful Experience With Modeling. (Forums : 3D Modeling & Animating : Painful Experience With Modeling.) Post Reply
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Nov 2 2009, 10:59am Anchor

So yes, very simple, I had a very bad encounter with animating a modified P90, and now am looking for someone thats board to animate 3 weapons.  A P90, a Deagle and a melee weapon yet to be determined.  So my question is, does anyone wanna animate 3 models I made?  I will include your name in the mod, it was made in XSI 7.5, but I also have it in XSI 6.1.   Post here with contact info.  And dont get me wrong, I am not recruiting anyone, this mod is exsclusivley practice.  Also I had an abundantly painful experience trying to use the hands from HL2, so if you want to animate for me, I dont care if its crap I just want someone to get further than me :).  Tell me if your interested in playing with this, but do understand this isnt recruitment, Im just enjoying modeling and have come to a standstill.

grinnock
grinnock Freelance Berserker
Nov 2 2009, 12:18pm Anchor

Bleh. Source animation is rough. Too many script files. I'm not willing to jump into that again.

As long as you've set up the rig like the submachine gun or combine rifle you ought to be able to use the qc file from one of those as a base for your p90, same with the pistol.

limagic
limagic 3D Artist & Programmer
Nov 2 2009, 12:33pm Anchor

yah source animations are a pain in the ass you need exact bones and qc files are so annoying i wish it was like normal engines were you  can make custom rigs and make animations and then import and that is it not qc files etc it's so annoying i would help out but hate source sorry.

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Portfolio: Kamikazi.weebly.com

Nov 2 2009, 1:48pm Anchor

Lol sounds like I picked the worst editor to start animating with.  Regardless I would be working with the QC files and scripting, I was only looking for someone to place together the animations in XSI and then email them to me as .scene files.

grinnock
grinnock Freelance Berserker
Nov 2 2009, 2:15pm Anchor

If you want in-game animation more easily I'd suggest  unreal 3, the pipeline is much shorter on the whole. It's a lot closer to what you'd be using in the industry anyhow. Source's engine has some very old roots, that's why the art pipeline is so obfuscated. It benefits greatly from a team organized like Valve itself, with small groups of artists, level designers, and programmers working in sync.

Edited by: grinnock

Nov 2 2009, 3:18pm Anchor

When it comes to the editor I know every inch of the source engine, I just havent messed with animating for practical reasons.  I model all the time, I map all the time and I spend far to much time screwing with code.  In my opinion the source engine has more capability regardless of the redundant steps to get there.  But thats just my opinion.  Anywho sticking to the main topic, anyone?

Sigma
Sigma Resident Stepmania Freak :D
Nov 2 2009, 4:03pm Anchor

animations? why not make it good from first try :p

Edited by: Sigma

Cryrid
Cryrid 3D Artist
Nov 2 2009, 5:23pm Anchor

That thing is lacking so many animation tools it isn't funny :P

Sigma
Sigma Resident Stepmania Freak :D
Nov 2 2009, 5:48pm Anchor

that thing is so work in progress it isn't funny :p

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Looking for musicians for unannounced project, PM me for further details :)

Cryrid
Cryrid 3D Artist
Nov 2 2009, 6:28pm Anchor

Hence it gets no praise from me.

grinnock
grinnock Freelance Berserker
Nov 2 2009, 6:32pm Anchor

There might have been a topic once, but you killed it. Killed it dead.

iGuy
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iGuy 3D Animation
Nov 11 2009, 11:00pm Anchor

I could give one of those weapons a try. Im acquainted with the source engine.

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