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Thread: [Gallery] Hayabusa's Wurks K?

  1. #1
    loljesse Kilamanjaro12's Avatar
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    [Gallery] Hayabusa's Wurks K?

    Hayabusa's Animations

    Halo 3ish Assault Rifle Reload
    Model : CtrlAltDestroy
    Animation: Hayabusa12



    COD4ish P90 Reload
    Model: Activision/Call of Duty 4
    Animation: Hayabusa12


    Halo2ish SMG Reload
    Model: Bungie/Halo 2
    Animation: Hayabusa12


    COD4ish Deagle Reload
    Model: Activision/Call of Duty 4
    Animation: Hayabusa12


    Halo3ish Spiker Reload
    Model: CSFL0YD aka STFL0YD
    Animation: Hayabusa12


    Halo2ish/Zteamish Rocket Launcher Reload
    Model: Bungie/Halo 1
    Animation: Hayabusa12


    Teh Lagish SMG Reload
    Model: Disaster
    Animation: Hayabusa12


    Zteamish Halo 2 Magnum Reload
    Model: Bungie/Halo 2
    Animation: Hayabusa/Antonio


    i'll show more later. enjoy


    Last edited by Kilamanjaro12; April 5th, 2009 at 02:46 PM.
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  2. #2
    ._. Spartan094's Avatar
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    Re: Hayabusa's Wurks K?

    first post , good work
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  3. #3
    Senior Member teh lag's Avatar
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    Re: Hayabusa's Wurks K?

    Woah, nice to see yet another competent animator out there.

    Your biggest problem seems to be time distribution - while you certainly have control over motion, a lot of the time things are taking way longer than the rest of the animation. You need to make stuff even.

    You also seem to have random bits of "popping", where suddenly you've got motion that goes way faster than the rest of the anim or jerks off to a strange direction (ex : mag out for the AR). That needs to go as well.

    The pistol anim lacks a certain... character? It's just *slip* *slap* *end*. I always feel that animations should be stylized when possible; don't be afraid to sacrifice a reasonable degree of realism for a bit more artistic flair.

    Some of the endings/return to origins look funky too. Work on a setup that works well for you, because the ending can totally ruin an otherwise good animations.

    Also get yourself an H2 rig and stop using that horrible h1 setup, christ.
    Last edited by teh lag; March 15th, 2009 at 02:25 PM.
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  4. #4
    loljesse Kilamanjaro12's Avatar
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    Re: Hayabusa's Wurks K?

    Quote Originally Posted by teh lag View Post
    Woah, nice to see yet another competent animator out there.

    Your biggest problem seems to be time distribution - while you certainly have control over motion, a lot of the time things are taking way longer than the rest of the animation. You need to make stuff even.

    You also seem to have random bits of "popping", where suddenly you've got motion that goes way faster than the rest of the anim or jerks off to a strange direction (ex : mag out for the AR). Thet needs to go as well.

    Also get yourself an H2 rig and stop using that horrible h1 setup, christ.
    lol i dont have a good h2 rig

    and h1's isnt that bad.
    Last edited by Kilamanjaro12; March 15th, 2009 at 02:26 PM.
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  5. #5
    Senior Member teh lag's Avatar
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    Re: Hayabusa's Wurks K?

    Quote Originally Posted by Kilamanjaro12 View Post
    lol i dont have a good h2 rig

    and h1's isnt that bad.
    are you kidding, h1's is the worst

    IM me later, I'll get something for you.
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  6. #6
    Joshflighter
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    Re: Hayabusa's Wurks K?

    Nice as always.
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  7. #7
    loljesse Kilamanjaro12's Avatar
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    Re: Hayabusa's Wurks K?

    MOAR!!!

    Halo2ish/Zteamish Rocket Launcher Reload
    Model: Bungie/Halo 1
    Animation: Hayabusa12

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  8. #8
    Joshflighter
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    Re: Hayabusa's Wurks K?

    His hand is going through the model.. :|

    But that sort of looks like doan's animation too.
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  9. #9
    Senior Member teh lag's Avatar
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    Re: Hayabusa's Wurks K?

    Too little motion on the launcher - it should move around some more if there's a however many pound set of tubes being pushed off/stuck on, and especially when the hatch is closing. I guess you could call it "recoil" that you need there.
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  10. #10
    loljesse Kilamanjaro12's Avatar
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    Re: Hayabusa's Wurks K?

    Quote Originally Posted by teh lag View Post
    Too little motion on the launcher - it should move around some more if there's a however many pound set of tubes being pushed off/stuck on, and especially when the hatch is closing. I guess you could call it "recoil" that you need there.
    alright, ICEE did always said that i still needed master recoils in anis.
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