Yttrium's New AR2

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Short description

So, this is a little something I whipped up in time I could have spend sleeping or working on my HL2 beta re-animations. I think I omitted just how productive I am. Well, whatever. So, as far as I can tell, these are some good anims. All done by me in blender. Also, no, this does not replace the default AR2. It's also compatible with re-skins. But, it doesn't have all the features of the AR2 (the combine ball launcher and shitty recoil), but it's still pretty alright. It's running on a modified cs_base. When possible, I'll make a TFA edition, but I basically hate M9K, so there won't be an M9K port. Also, sorry that the screenies are really grainy. My 1920 x 1080 moniter broke because I threw my wireless mouse at it. Don't question me.

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  • 1y
    Yttrium the Femtillionth avatar
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    Posted by Cliffton_Vlodhammer

    Ok, I stumbled upon this looking for some other shit, so I'm only giving a proper critique because apparently no-one else will (big surprise there).

    Arbitrary numbers are useless so I rate this submission 14 and two thirds of a rabid ferret out of pi rabid ferrets. Interpret that as you will.

    I do think the animations suck. I'm going to tell you exactly why (Bear in mind this is only from watching the video);

    Shoot - Gun rotates far too much and has zero movement front to rear. It also appears to pivot from a point that doesn't match it's center of gravity.

    Draw - ...Interesting idea, worth pursuing. Again the total lack of forward momentum and a little too much rotation kills it.

    Reload - Actually not too bad  for the short HL2 reload times. A bit too much recoil considering the small parts involved.

    Idle - Can't tell for sure but I'm guessing it's dead still for this. Can't  really blame you for that, but I will say that having it move  with the users breathing can make a huge difference. Unless you plan you plan on adding iron sights.

    Overall the gun appears weightless. Offsetting keys for movement and rotation can help convey weight a little better. Again, the pivot point is something to consider in future, since it helps define how the weapons mass is distributed. You can work around that but doing so is harder than it needs to be.

    I'd also advise using a curve editor if Blender has one. Animators seem divided on whether that's a good idea, Ive seen good animation from people who hate it, but it has worked well for me at times. I've no idea how blender works (I use max) so I can't really give much more advice than that.

    MotoR HeaD, you have 24 hours to remove my matador animations before I have them taken down. I'm not having my name or work even loosely attached to you.



    Thanks for actual feedback. I've been meaning to remake these for quite a while now, I'll definitely consider your tips, and hopefully figure out how to smooth the animations properly.
    It's a shotgun, baby.
  • 1y
    Cliffton_Vlodhammer avatar
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    Ok, I stumbled upon this looking for some other shit, so I'm only giving a proper critique because apparently no-one else will (big surprise there).

    Arbitrary numbers are useless so I rate this submission 14 and two thirds of a rabid ferret out of pi rabid ferrets. Interpret that as you will.

    I do think the animations suck. I'm going to tell you exactly why (Bear in mind this is only from watching the video);

    Shoot - Gun rotates far too much and has zero movement front to rear. It also appears to pivot from a point that doesn't match it's center of gravity.

    Draw - ...Interesting idea, worth pursuing. Again the total lack of forward momentum and a little too much rotation kills it.

    Reload - Actually not too bad  for the short HL2 reload times. A bit too much recoil considering the small parts involved.

    Idle - Can't tell for sure but I'm guessing it's dead still for this. Can't  really blame you for that, but I will say that having it move  with the users breathing can make a huge difference. Unless you plan you plan on adding iron sights.

    Overall the gun appears weightless. Offsetting keys for movement and rotation can help convey weight a little better. Again, the pivot point is something to consider in future, since it helps define how the weapons mass is distributed. You can work around that but doing so is harder than it needs to be.

    I'd also advise using a curve editor if Blender has one. Animators seem divided on whether that's a good idea, Ive seen good animation from people who hate it, but it has worked well for me at times. I've no idea how blender works (I use max) so I can't really give much more advice than that.

    MotoR HeaD, you have 24 hours to remove my matador animations before I have them taken down. I'm not having my name or work even loosely attached to you.


    • Dumb x 1
    • Rude x 1
    failed animator
  • 1y
    TR0J4N avatar
    TR0J4N Offline
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    On the actual topic of this, it looks very nice and obviously better than the shitty standard AR2. I'm rating it a 9 because the rapid fire looks ridiculous. 

    9/10

    kill yourself avatar
    Mantra
    kill yourself

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Credits

All the shit done here
Valve
Original AR-2 model, original sounds.
Garry Newman
Viewmodel hands rig, c_irifle.mdl, cs_base.
Yttrium the Femtillionth
Member Joined 3y
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Re-rigger, animator, and coder\modifier of cs_base.
Valá ve Co. St
Fixing the cs_base.

Submitter

Yttrium the Femtillionth avatar
Member Joined 3y
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Yttrium the Femtillionth
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Stats

Posts
3
Views
3,894
Downloads
711
Date Added
2y
Date Modified
2y

Featurings

  • Today's Pick Oct 6 2015

Scores

80 bScore
9 Rating

1 voter

DevNotes

Yay Blender.

License

If, for whatever reason unknown to hypothetically omnipotent robots, you wanna do something with these anims, ask me first pls.

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