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Re: revolver. New Pics
[Re: FeiHongJr]
#90288
09/17/06 14:18
09/17/06 14:18
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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WOW. That is nice. Some seriously superb work right there! Nice job, can't wait to see it animated and everything (The reload ought to be a b***h)
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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Re: revolver. New Pics
[Re: Towelie]
#90290
09/17/06 14:38
09/17/06 14:38
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Nice skinning FeiHongJr !! It looks like you've still got the skills I personally think the revolver looks great with a black color  Btw, did you did the skinning in MED ?? Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: revolver. New Pics
[Re: FeiHongJr]
#90292
09/18/06 23:20
09/18/06 23:20
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Joined: Oct 2003
Posts: 2,628 IL,US
FeiHongJr
OP
Expert
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OP
Expert
Joined: Oct 2003
Posts: 2,628
IL,US
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Ok still havent finished the texutre but been working on the animations. As of now I have decided to animate each round.. While this may not be the best thing due to file size ect... Its the only way I could figure out how to animate it and have the cylinder spin properly. The original way all I had one one shot animations and there was a very noticable jump back to the idle position. animations as of now are Idel Prime_1 4 frames Shoot_1 5 frames Kick_1 3 frames Prime_2 4 frames Shoot_2 5 frames kick_2 3 frames ect... up till 6 However I think Im going to have to redo most of them anyways. I didnt plan ahead and shouldve done a few things differently. For one I didnt take in to concideration the reload/unload animations and shouldve rigged a bone to open/close the cylinder. I allready have a few ideas of how im going to go about it just havent had the chance to do them. Secondly the kick animation is now based off the handle... but once attached to an arm it will appear differently... For now Im thinking of two soulutions. A. Build an arm.... Tho not sure how well Id be able to do this the gun looks too nice too throw a half @$$ed arm in to the mix. B. Just build an arm rig and use it for the animations... The user could then animate the arm model accordingly. Not sure either is really a good choice at the moment so not quite sure what im going to do but im sure Ill figure it out. @Grimber. You said about the hammer pulling back and the trigger going forward. I beleive you are right but does that even apply to double action revolvers? ... Im thinking of making both animations.. One where the gun is primed first and the other where just the trigger is pulled. Tho this will add to a huge amount of frames I think it would be kinda cool to have both available. Anyhow heres a few videos of the animations up to now... Side View A little camera movement
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Re: revolver. New Pics
[Re: FeiHongJr]
#90293
09/18/06 23:55
09/18/06 23:55
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Joined: Sep 2003
Posts: 4,959 US
Grimber
Expert
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Expert
Joined: Sep 2003
Posts: 4,959
US
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on some double action the trigger has a 'center', extends forward if you prime the hammer back manualy, and spring loaded resist when you squeze the trigger to prime and fire. at least that was how it use to worked on the s&w 357 and colt 44 i use to have Your work peaked my intrest in making a revolver, so I started on a S&W .38 M60 Detective Special with a 2 inch barrel.   I've been writting various modeling articals ( specific on using MED ), some articals are focused on making a variety of models so I thought a revolver would make a good subject for one. It's got alot more work to be done, but I think you noticed, preplaning for animation is important before starting the building so takes a bit of thinking and studying how the item works as you build
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Re: revolver. New Pics
[Re: FeiHongJr]
#90297
09/19/06 13:25
09/19/06 13:25
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Joined: Sep 2003
Posts: 4,959 US
Grimber
Expert
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Expert
Joined: Sep 2003
Posts: 4,959
US
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you should beab le to do it with your current model  your going to cut your mesh along the black lines ( inside front cylinder area will be cut in half as well) the area in yellow would then be inverted ( to make a curved depression where the pin would rest) the red area you would build a helf or full cylinder at the bottem and top ( top would have the pin and also be connection point for the bullet cylinder) then just build in faces to fill in the inside areas.
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