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?
by Permagrin, Darkangel and Renardin.
are we on the verge of the vehicle release?
Not until Tiberian Technologies releases the Scripts 4.0
They have
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.
But then it would be bird legged.
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.
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...
Size matters. :spoken by the MARV in Kanes Wrath:. I think this is perfect in size and scope.
looks a bit like a at-at from star wars XD
lol wrong leg direction..
I think this is the best MKII Mammoth model I've seen. It may even beat the original.
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