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kenchan1985
kenchan1985 - - 5 comments @ Ascend First Person weapon animation

Well spotted Judicat0r. We are still in the process of figuring out the code to reload mid-fire, so for now all our weapon reloads will assume the user has fired the last round even if only 1 round was fired. The bolt remains closed for now just so it wouldn't pop to the open position whenever we reload.
Once we've manage to get the codes running, we'll definitely go back and rectify these issues. Thanks!

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kenchan1985
kenchan1985 - - 5 comments @ Ascend First Person weapon animation

Thanks Predalienator! feels good to know it is well received.

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kenchan1985
kenchan1985 - - 5 comments @ Ascend First Person weapon animation

Hi Smler! Glad that you liked the animations. to answer your questions:
1. AS long as the revolver is modeled as it is with the barrel already in the centre, it is just a matter of correctly placing the joints driving the mesh, and some planning in how to approach the animation. Of course, if the barrel was modeled separately as a standalone mesh outside the gun's body, it will prove difficult to accurately animate it rotate in the correct axis.
2. We are spawning the hand and gun at once.
3. We simply went back to basics with this. Adding a twist joint in between your elbow and wrist to facilitate a smoother movement. *e.g If your wrist in rotated to a value of 90, the twist joint can be half that amount. You can either automate this process, or rig the arm with a manual control to smooth that nasty mesh tearing whever you rotate it. We use Maya for our production

I hope to maybe post a simple technical showcase sometimes in the future. Cheers!

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kenchan1985
kenchan1985 - - 5 comments @ Ascend First Person weapon animation

Thanks mate! The shotgun reload was not initially designed that way, but we are glad this alternative version turned out great!

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kenchan1985
kenchan1985 - - 5 comments @ Ascend First Person weapon animation

Thanks! Well, we didnt really notice the repetition in the Precision rifle until we play it on a loop like that. We'll look into that in the future.

Unfortunately the LMG magazine being still a proxy does raise some question as how it work. Hopefully by the time we plug the final model in, we hope it will clear the misunderstanding. If it still does give off a weird look, rest assured we will be looking to improve that. Cheers!

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