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3 Dimensional Chat / Animation help

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Jerry
19
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Joined: 10th Jan 2005
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Posted: 26th Feb 2005 12:35
Here are some pictures of my model with no textures applied:


FYI: 650 polys, made in max 7

I'm completely stuck on how to animate this model. The entire model is a single mesh with seperate elements. I'm told I have to do vertex animation but that sounds like quite a task for a complex model like my socom. How do you guys usually animate weapon/character models? Does anyone have some helpful links to vertex animation tutorials?
Jerry
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Posted: 27th Feb 2005 10:48
OH common guys! someones gotta know at least ONE solution to this problem!!! How do YOU guys animate your weapons?!?!
Osiris
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Location: Robbinsdale, MN
Posted: 27th Feb 2005 11:00
Dude can I ask a big favor of you, If I post a file link could you open it in max, and then export it as something else I could load into db?

Jerry
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Posted: 27th Feb 2005 11:22
Um.... thats not really an answer but i suppose so. I only have access to max 6 right now so it'd have to be made using ma 6 or lower.
Osiris
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Posted: 27th Feb 2005 11:31
Yep max five, here it is...

[href] http://mrshadow.hotmail.ru/atlantisWIP[/href]

and thanks again!

Jerry
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Posted: 28th Feb 2005 01:00
Your link doesn't work dude. Why not post it as an attatchment?

On a different note:
CAN'T ANYONE HELP ME OUT WITH MY ANIMATION?!?!?!1!!
PudBawl
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Posted: 28th Feb 2005 03:02
What exactly is it you want it to do in the animation? recoil? reload? moving parts when it fires?
Jerry
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Posted: 28th Feb 2005 04:16
Almost all animations will need parts to move. Here are just a few:

Pulling the gun out - I want the hammer to cock back (SOCOM's are single action, i believe), alternate animation; slide racks back
Shooting - blowback action of the gun
Reload - whole lotta moving parts here; slide flips back, slide catch lever locks in place, magazine falls out, magazine goes back on, slide catch lever gets pressed down, slide covers the breech
PudBawl
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Posted: 28th Feb 2005 04:56
You could animate the gun by setting up a bone structure for it. If you don't know much about bones and binding geometry to them you can find lots of information in the Max help files. Also look up information on Inverse Kinematics (IK).

I have included an image of how I might setup parts of the gun with a bone structure. With bones you are basically putting "joints" in your model, these are simply points in space that move and rotate with each other. The vertices of your model are "bound" (kind of like parented) to these joints, so when they move and rotate so does the gemoetry.



The guys with DarkBasic seem to do things a little different and more efficient, but this is a simple way that could work.
Osiris
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Posted: 28th Feb 2005 08:22
all you have to do is open it in anything that unzips rar's, and i cant post an attachment because its 70 mb unrar'd ans a little over 2 mb rar'd!

Jerry
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Posted: 28th Feb 2005 09:33
Ok, I KNOW you don't have to use bone structures to animate a freaking gun. Thanks for your input thou PudBawl. Your certainly more helpful than the rest of the guys who KNOW THE ANSWER and REFUSE to contribute. Christ

Anyways, I'm downloading your file Osiris (better not contain viruses ). Why not hook me up to your msn? blackdeltagames@hotmail.com I can send it to you when I finish downloading it. Btw what the hell is the model of? 70mb?!?! Is it a model?!?!
Calevra
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Joined: 9th Mar 2004
Location: Netherlands
Posted: 1st Mar 2005 06:13
Use element animation.
First select everything,convert to editable poly,atach everything together.Then you select your object(it must be one object now)and select form the "selection" tab on your right the elements type.Now you can select each element and animate it.So set Auto Key on.And just move and rotate your element and set up the keys.
Then use the Panda DX exporter to export to .x ,you dont HAVE to..but .x works much better for me.Dont know about you.
Good luck.

p.s sorry for my english.

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