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Old 31st July 2010, 12:14 PM   #61
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Old 31st July 2010, 01:16 PM   #62
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Cannibalizing and rescaling some parts from the first version

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Old 31st July 2010, 06:27 PM   #63
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Finally he's got a leg to stand on... mostly anyway
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Old 31st July 2010, 07:34 PM   #64
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I've decided to go with a bone-free rig this time, all hard surfaces and pivot points, no skelegons.. expect for the fingers

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Old 1st August 2010, 09:22 AM   #65
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http://www.youtube.com/watch?v=tDRBiuhIJ4g&fmt=22
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Old 1st August 2010, 03:34 PM   #66
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Old 1st August 2010, 03:35 PM   #67
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90-01-698472.wmv
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Old 7th August 2010, 12:48 PM   #68
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Rigging is quite a bit easier this time around, no bones, no ik, just pivot points and hard surfaces

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Old 7th August 2010, 12:50 PM   #69
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Quote:
Originally Posted by today View Post
I've decided to go with a bone-free rig this time, all hard surfaces and pivot points, no skelegons.. expect for the fingers
Quote:
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Rigging is quite a bit easier this time around, no bones, no ik, just pivot points and hard surfaces
looks like I said that already
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Old 7th August 2010, 05:06 PM   #70
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e c h o?

echo echo echo

**crickets chirping
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Last edited by today : 7th August 2010 at 05:08 PM. Reason: **needs crickets
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Old 11th August 2010, 04:40 PM   #71
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I think I'm done... zero feedback on this one, so it's hard to say exactly. Next up is going to be a cylon war era basestar control center, haven't exactly decided how such a thing should look yet
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Old 15th August 2010, 06:44 AM   #72
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http://www.youtube.com/watch?v=kW82OiJ4Kv4&fmt=22

May be time for the return of the reflective building blocks, give him something to interact with
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Old 15th August 2010, 07:43 AM   #73
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You know I totaly forgot about this You had me so distracted trying to make a cockpit interior for him
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Old 15th August 2010, 12:28 PM   #74
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previs of an animation test I'm working on.... no raytracing, antialiasing, shadows, reflections, etc.. yet.

http://www.youtube.com/watch?v=DVaAdEagRTc&fmt=22

Jump looks pretty awkward since without shadows and reflections you can't actually tell when he's leaving the ground

Similarly, the footstep sound effects aren't matched to the actual footfalls, since I can't tell when they're hitting the ground.. final version will have appropriately matched sound effects
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