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Messages - limikkin

#1
Public Discussion / Re: Melee Combat Animations
January 20, 2008, 01:02:14 PM
good stuff....very well thought out list. great explanation of the logistics for each. this will be very helpful for the animation process of melee and will certainly be referenced and taken into account.
as for as which moves/actions will actually be used, how they will be implemented (or altered), and the effect each will have on the opponent in-game...is of course contingent on gameplay functionality, the balancing of character classes, etc. (as you mentioned) and tweaked from there. But i think the actions you purposed are great, and provide the exact detail and comprehension needed for animating. ;)

Thanks for sharing, Kubanator  ...great post  8)

the importance of gun positioning and influence is an interesting aspect to explore. (i'm not sure if that's been brought up or addressed yet...i dont think so) ...but could come into play as a variable for class balancing if needed...idk
but rather than viewing it like... hip vs shoulder (placement) is to stability vs accuracy, maybe it could be speed vs accuracy. or easier to taken down (or do more melee damage) to an opponent with the gun at shoulder position.

what i do know is...the "knife to throat" animation makes me smile.  ;D
#2
Join Us / Re: Animator/Technical help
December 11, 2007, 09:20:52 AM
Quote from: Denny on December 08, 2007, 01:55:31 PM
Quote from: iservealot on December 08, 2007, 09:26:10 AM
I am late on the whole thing, but can I be your new best friend? ;)
You sure can. ;D

aww, yall make a cute couple.
welcome aboard...now how do you feel about a 3way?  :D

great to have you on the project!  ;D
#3
Presentation Forum / Re: another character... (NSFW)
December 03, 2007, 10:16:12 AM
just wanted to say great work, kebab...and thanks. i didnt realize you had posted here as well. i usually dont get a chance to check much on the public forums. character has turned out better than i imagined. more props to you man 8)

and Zedblade, i just got around to reading your post in this thread about level design for Jenkins...don't know if you're still interested, but i, for one, would be thrilled to have you on board there. i know the other guys definitely would be too. we currently have 1 level designer and he just recently posted a request to help aid in an area of design. also, some of the other guys had some questions for me in this regard, but i haven't had much experience with those aspects, and i'm sure you'd be better apt to address them. if so and interested in the dev, check out the forums, lemme know, or just sign up for an account. ;)
#4
Presentation Forum / Re: Music
November 18, 2007, 06:35:26 PM
sounds like you nailed it....i dig it!

nice job man.
#5
Join Us / Re: Character Animation - Motion Capture
October 13, 2007, 05:21:25 AM
Blane, i just wanted to say...i couldnt be more excited to have you involved.

mos definitely a valuable resource! ;)

and actually if you cut through most of Overstatement's ...overstatements. I could use the reference for a fall, when he rolls. I've seen them in vid, usually after climbing to the top of a ledge. I know that's rather a simple request for you, but i'll have more coming.

oh yeah, and it only needs to be on the ground...pls, dont try it from 5 stories up, unless Overstatement is on the ground below to break your fall....lol

I gotta give it to Overstatement...just based on his nick alone, he obviously knows himself.

gnothi seauton

#6
Join Us / Re: Programmer
August 12, 2007, 12:53:29 PM
and re:good tutorials and resources ...
http://wiki.beyondunreal.com/wiki/
http://www.3dbuzz.com
which i'm sure you have probably already come across those, but just in case...
!njoy
#7
Join Us / Re: Programmer
August 12, 2007, 12:43:12 PM
what could be better than a programmer? acquiring another... ;D thumbsup
and i like the idea iservalot mentioned about ...roboblitz or UE2 to build the hype/wow factor, and the practicality of familiarizing yourself with UnrealScript. ;)
#8
Join Us / Re: Animator Position
August 08, 2007, 01:37:23 AM
frvge, i can provide a more humanoid animation if needed. I was actually working on uploading an example to my site, but I started sinking into action scripting to correct the loops from dragging or sticking...and mod work / involvement is priority for me right now. But it is definitely something i plan on revisiting to showcase work.

also... www.wljenkins.com is the mod url, if interested in checking out the characters, story, etc. The concept and stories of each are definitely not one in the same...drastically different actually, except possibly on Sundays if I understand correctly...lol  (referring to an earlier post )

and btw, yes, a SC fan too...with the calendar hanging next the monitors.

there are aids in developing character meshes if needed, but they depend on the type of workflow and come in the form of files. Itââ,¬â,,¢s not a cure all but a little relief.
Workflow = Maya/3Ds max > zBrush/Mudbox (for hi-res to normal map) > back to maya, of course for animating > UE3 > in-gameââ,¬Â¦play on!

Great, goodkebab! good to hear from you. And thank you.

What weââ,¬â,,¢re looking for is character meshes to be modeled.
3 min
5-6 max

if secondary characters are being considered for your mod, this could be a good opportunity as well.

If you need to downgrade my membership for discussions, I understand...feel free.
And thank you for acceptance onto the team.  ;D
#9
Join Us / Re: Animator Position
August 08, 2007, 12:05:30 AM
lol Overstatement...indeed. No, it didnt take me 4 years to make...it was figuring out what to name the variables that took the majority of the time :-P And you're still not satisfied. But seriously though...all beastiality aside, for now anyway.

What i would like to offer, as goodkebab touched on this possibility in the moddb.com post, the understanding and willingness to barter skill set and talent to accomplish our goals. I like the idea of combining skills in working towards a common goal, and i dont see very much of that with these projects. If it can be done, then, why not? So, what the hell am i talking about and hinting at?
Ok, as you probably know as mentioned on my site, i'm involved with the W.L.Jenkins Mod Team, specifically character and weapon development. If we are able to acquire a character modeler, it would allow me to focus my attention and efforts towards character rigs and animation. After checking out the Spy and Merc character renders, it's obvious that there is a hi-level of skill in that department...and a balance of interests towards attaining our goals.

And btw, animating bipeds are cool with meââ,¬Â¦and much easier to animate. No preference really. I guess the reason for my other rigs (of non-bipedal or non-traditional bipeds) was to produce a challenge and something different from the norm, to show understanding and ingenuity to create the need for developing an original rig ââ,¬Â¦ or in other words, itââ,¬â,,¢s not a ripped, recycled or open sourced rig.

regarding programming and unreal script, as this seems to be real need for that here. Object-oriented programming ... yes, i image it would possible for me to pick up unreal scripting, since it is another object-oriented programming language. But after reading my little shpeel above, you can see the direction i'm in, and while uScripting wouldnt necessarily be a direct conflict of interests, i would be spreading myself too thin.
We do have a programmer, whether or not he is able to aid in Project Stealth's programming is entirely up to him. I'm kinda going out on a limb to offer resources/allies in character and weapon development.
I did refer your info to an interested programmer's recent post...looking for a mod team. And any others, I will gladly send your way.

Talk it over and if this is something Project Stealth is interested in, free goats for everyone...and let the rigging / animating begin!
#10
Join Us / Animator Position
August 06, 2007, 10:02:56 PM
...Maya artist, mel programming, puppeteer...

Hi all,
I breifly coresponded with goodkebab concerning his search for animator on a moddb posting, and just curious if the team's still in need of an experienced animator. ???
if so, i'll be happy to follow up on this post and share more info with you regarding my professional profile, skill set, experience, and all that good stuff.  ;D

Feel free to check out some of the work samples available on my portfolio site, located at the following URL ... http://www.omnized.com

Questions, comments, and critiques are welcomed and encouraged.

Best regards