• Register

Tiberian Sun: Reborn brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Tiberian Sun to realm of first person shooters, with a twist. We've remained loyal to the style and feel of the 1999 classic, while integrating content from its expansion Firestorm with a bit of updated history to add to the mix. Built off the W3D engine Westwood Studios built for classics such as Earth & Beyond and Command & Conquer: Renegade finished up in 2001, we help bring the fight to you as you play out your role as any one of a number of infantry classes participating in team-based combat that often involves land, sea, and air combined-arms clashes that just don't happen in any other game. Oh, and did we mention it's FREE?

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Mammoth Mark II : New set of animations
Post comment Comments
GodofDarkness
GodofDarkness - - 548 comments

are we on the verge of the vehicle release?

Reply Good karma Bad karma+1 vote
Pyrodaimon
Pyrodaimon - - 340 comments

Not until Tiberian Technologies releases the Scripts 4.0

Reply Good karma Bad karma+2 votes
TimberWolfer
TimberWolfer - - 144 comments

They have

Reply Good karma Bad karma+2 votes
Pyrodaimon
Pyrodaimon - - 340 comments

On the MammyMkII, I like that the walking animation makes it look like a lumbering, giant mechanical beast. However, I think that the leg joints should bend to the opposite direction.

Reply Good karma Bad karma+2 votes
Mr.P
Mr.P - - 105 comments

But then it would be bird legged.

Reply Good karma Bad karma+3 votes
Lazy6pyro
Lazy6pyro - - 501 comments

There's a flap on the side that seems to pulsate with the movement. You might check that.

There needs to be more horizontal roll in the walk cycle to add variety to the counter-rotation of the overlapping action.

There needs to be a little more follow-through with the legs moving. Right now, it's too ho-hum keyframed. By adding a dash of follow-through and counter-rotation, you can really emphasize the mechanical motion and make the joints appear to be controlled by powerful forces.

Also, there needs to be some overlapping action and follow-through in the legs when it topples. I would even add some anticipation before the fall; remember the prinicples of animation which state that any significant motion in a direction is preceded by motion in the opposite direction. This will help create the feeling of a very heavy piece of equipment that sways and staggers before it falls.

Reply Good karma Bad karma+1 vote
spoo
spoo - - 564 comments

two things....

...an object of this size must have 3 legs an the ground...every time (thats why a "real" movement will be very slow) to be stable...
have a look at this video...watch the movement of the elephants...it could help you to create a real animation:

the death animation: ...if that thing should fall to the right side...the right legs should buggle first...than the torso should follow...a have also a video for this....it also shows a slow-motion-sequence...very good to see...

Reply Good karma Bad karma+2 votes
Gregthegen
Gregthegen - - 777 comments

Size matters. :spoken by the MARV in Kanes Wrath:. I think this is perfect in size and scope.

Reply Good karma Bad karma+1 vote
u-raptor
u-raptor - - 542 comments

looks a bit like a at-at from star wars XD

Reply Good karma Bad karma+1 vote
FoxRoad
FoxRoad - - 68 comments

lol wrong leg direction..

Reply Good karma Bad karma0 votes
TiberiousKirk
TiberiousKirk - - 297 comments

I think this is the best MKII Mammoth model I've seen. It may even beat the original.

Reply Good karma Bad karma+1 vote
Rufrky
Rufrky - - 39 comments

While i do like the how the model lookss I think the legs are reverse jointed in the original game.

Here is a cutscene from the game: Youtube.com

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

by Permagrin, Darkangel and Renardin.