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If u use 3dsmax u export it first as FBX and then u select the animation (one sequence or all, depends if u have them scripted or u have a tree folder for them) and then the baked animation, then u can import the fbx along with meshes, materials etc (u can group them) like for that LOD and then u can create the skeletal mesh ... it's quite similar with Unity if u've worked with, i for a fact i've worked with them,i don't have the time to help u ,only giving u some pointers, bye !
It's cool, i like it, if u could after the bolt thing u can make some slap sequence, just punish the weapon a bit hehe, keep it up man!
> **Posted by Mr. Brightside**
> > **Posted by [UltraKillCL]**
> > > **Posted by Ilya-casper**
> > > If you want i can compile it anytime :3 Very nice animation!!!
> > can u compile animations for Unreal Engine? :P
> Im sure you're being sarcastic but the unreal engine requires a different scene setup for animations ;)
No, I'm serious, and I will be very grateful.
I have the software to convert, but even so, not so much on the great wealth of knowledge to quickly and accurately convert animation.
> **Posted by [UltraKillCL]**
> > **Posted by Ilya-casper**
> > If you want i can compile it anytime :3 Very nice animation!!!
> can u compile animations for Unreal Engine? :P
Im sure you're being sarcastic but the unreal engine requires a different scene setup for animations ;)
These anims look pretty nice, good start.
Let's start with the draw, in the draw, there are some rotations that are unnecessary, by that I'm talking about the drop that is before the weapon finally reaches the origin, let's say, the weight is well applied at exception of that part. This actually looks like the player is taking out the weapon for the first time, while he should be able to take control over it and put it in place to aim.
I have a little suggestion that you could follow: Reanimate this part moving the weapon the same as now, but this time instead of that drop take it to a more upper point than the origin, to later lower it to it's final position. Besides I also suggest a little re-origin, since this one is far too straight and blocky, although I know the origin doesn't depends of you.
Actual recoil can still receive some more smoothing, if you look in the video when it is shooted you may see some abrupt returns to origin. Besides the gun seems to kick down instead of going upwards, at least from what I see, it goes slightly down with the recoil, and that's wrong I guess. But after that, the animation is enoughly realistic, since the player is supposed to support the weapon from the stock with his shoulders, recoil is not exaggerated or too much quiet, even more, it is quite precise and moderated.
There is still something that bugs me, and that is the bolt, a bolt that you maybe forgot to animate, because it stays static while shooting while it should move, otherwise the bullet ejection could be kinda weird. But after that, every detail seems to be well done, so there is literally nothing more to say. I can say that there is a good work on this one, although with more tweaks to be applied.
That mag ejection looks innovative to my eyes, I must admit, and these movements look really fluid and smooth, the hands' movements are very humanistic and I see no clipping. I can also see that you have some influences from IIopn (various facts, like the magin, for example), and that is a good thing, since that will lead you to a good way.
I still have only one thought here, add more force to the mag slap, it for now looks a bit light at least in the video, correct me if I'm wrong. Boltpull is also a bit faster, slow it a bit, it also seems to go even more faster than the hand itself. Other than those, the animations look great. An idea for another magout should be pushing the button in the receiver, from what I know it is there as a way to eject the magazine too.
I hope you consider my advice, and I hope you spend more time on it, to be honest, these animations look really promising even being 50% completed!