View the full article
Adultery caught on tape!
#1
Posted 05 February 2010 - 06:38 PM
View the full article
#3
Posted 05 February 2010 - 06:48 PM
ioq3-urt; builds of ioq3 engine [with iKALiZER, Win64 support, Fixes, Improvements]
#5
Posted 05 February 2010 - 07:12 PM
Quote
Please join us on our forums at http://www.urbanterror.net for your comments, questions & or suggestions.
A peek at the progress of making new player model animations for Urban Terror. This time with a guest appearance from Laura, Sarah's sister, who happens to have an amazing resemblance to someone we all know and love
Laura will not be available as part of the 4.2 release. She is standing in as a test bench to work on to apply some of the ideas and improvements to the animation system with out messing up the current work being done on the player models that will be included.
As you can see the key poses will be based on which weapon is held. With the aim to give the other players a clearer indication as to what weapon the player is using, as well as a closer tie into the 1st person perspective as to their current action.
This is not the complete animation, but the second pass to tie in the sequences based on a single key pose. The final and third pass will be to frame match as much of the animation as possible so it all flows through the animation smoothly.
Your comments and suggestions will be appreciated!
aww
This post has been edited by Solitary: 05 February 2010 - 07:17 PM
#7
Posted 05 February 2010 - 07:54 PM
the work gets better and better but some animations are missing weap cycle in walk mode, etc.
Whats with the knife is that only a part of the player model or a fixed place for other characters ,too?
Quote
No person shall post any image which is graphic or sexual in nature.
but videos are allowed?
#8
Posted 05 February 2010 - 08:48 PM
Quote
Welcome to the 21st century
One of my first goals was to break the dependencies of the current 4.1 character models on 3ds Max and Character Studio and get the animation pipeline into FBX. Basically this allows character development to occur in any application that supports that format. Right there alone what can be done in the future has improved 1000 fold.
By doing this I’m able to bring in the entire animation set, both upper and lower, into Motion Builder and put them all into separate tracks.
So the simple answer to the question is yes the animation for the male model will be different and fitting of that model separate from the female model because changes can be made based on intuition in seconds rather than letting something go because its just to much of a technical task.
The female model is getting most if not all of the attention right now as it is the most difficult to get the animation balance just right.
Quote
Ya the knife thing. Laura is a test model to try out different ideas in a non-destructive manner. Since the knife is a weapon and the goal is for a closer relationship between the 1st person and 3rd person views its there as a contact point.
Quote
Big difference between sexual and sensual.
#9
Posted 05 February 2010 - 08:54 PM
Frankie V, on 06 February 2010 - 02:48 PM, said:
someone might want to model boots onto the character, The knife just floating there seems a little out of place
#10
Posted 05 February 2010 - 09:01 PM
The character skin especially, i'm female and i find this highly sexist. There is no need to go the same way as other games with boobs hanging out and shorts that barely cover the butt. There is no way someone with boobs that size would be able to do any of that unless their bra was made out of reinforced steel.
The body scale is wrong and the arms look like rolled up bits of play dough. The elbows are too low and there needs to be more definition of the elbow and shape of the arms. The hands are also too large.
The forwards running when holding the sniper rifle is excellent and the backwards is fine too. But the running looks a bit odd with the pistol and could pass for duck waddling. Perhaps it would be better if the pistol was held up by the chest instead of dropping to the sides. Other than that just the arms that are taking short cuts through the characters body needs to be fixed and some more minor tweaking.
#12
Posted 05 February 2010 - 09:12 PM
#14
Posted 06 February 2010 - 06:03 AM
I noticed something, when she shot the DE and then switched to psg smoke was coming out of the psg. Also, in this case she was shooting the psg immidiatly, i was just wondering if she's taking aim, will the gun be in "shooting position", i thought that was the intention it's just that its not demonstrated and well, just wanna know?
#15
Posted 06 February 2010 - 06:25 AM
Seven of Nine, on 06 February 2010 - 05:03 AM, said:
I noticed something, when she shot the DE and then switched to psg smoke was coming out of the psg. Also, in this case she was shooting the psg immidiatly, i was just wondering if she's taking aim, will the gun be in "shooting position", i thought that was the intention it's just that its not demonstrated and well, just wanna know?
The idea is to give the 3rd person player model a much stronger profile at a distance of 200 to 300 units based more on the current 1st person configuration and the current weapon selection. There is still lots of balancing to do and holds to be added taking into consideration that we will probably land up with two to three dozen key poses as compared to the one that is available in 4.1.
This will mean of course that some things will have to be traded for others not based on realism but based more on realistic expiations. The act of aiming for example is reserved for when someone is actually using the sniper scope and is actually aiming. As a key pose it allows a player to make a decision based on tactics rather than luck that they are looking elsewhere.
The trick to it all is not so much about what is pointing where but about combining everything in an aggressive manner fitting of the intensity of the game.

















MultiQuote


