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Advice : Make sure to make smokes and explosions follow a certain direction. Explosions don't just float where they want; they flow with the direction the wind takes them.

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TArrow

· August 11th, 2017, 7:41 am
How about a molotov?
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Advice : People will often times get confused as to how they should do blood splatters/sprays when animating reactions to guns/bullets. Do we have blood spurt out both ends? Do we have the bullets go through the stickfigures? Do we make the bodies react violently or subtly?

When dealing with spurts, blood only spurts from the opposite end of the body when the bullets used are standard or armour-piercing. When using hollow point, blood doesn't spurt out the opposite end and also causes fragmentation INSIDE of the body. One slight disadvantage with HP is that it is slightly less lethal.

When dealing with piercing, like said previously : when using AP, bullets will go through flesh. When using HP, HP sticks.

And with reactions, it would depend on the caliber and bullet used. Pistols will cause less of a reaction and will mainly cause the most reaction at the point of impact. SMGs do the same since they are of the same caliber as pistols most of the time. Rifles will cause a more lethal and bigger reaction at the point of impact; but because the ammo used for most rifles are AP, the reaction won't be as major since the bullet will often times go clean through. Shotguns are a bit difficult to handle since the ammo used are either pellets or slugs. With pellets, depending on the range, it will either cause a minor reaction or a very big reaction, biggest being a full knockback or the body breaking apart. [ Although that also rarely ever happens. ] Slugs sort of acts like HP, but are of bigger caliber compared to SMGs and RFs. So slugs will cause quite a lot of damage. These types of bullets are the ones that can cause body fragmentation when shot up close.

Now things that are larger than a .50 cal such as a BMG, anti-material rifle, 35 mm, 105 mm, etc. actually cause a completely different reaction compared to the others. Because these have incredibly high velocity and are also very large caliber, they can cause the body to sort of "explode". Rather than the body moving in the direction of the bullet/shell, it actually falls AWAY from the point of impact.

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Ziro

· July 7th, 2017, 9:52 pm
Im going to sopy this and paste it, save it forever.
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Shiranui

· July 7th, 2017, 10:00 pm
This is new breed of copypasta
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https://www.youtube.com/watch?v=JyW0239uCko

For those who had problems with viewing my weapons test, here's the HD video format. Now you can look at it with no lag and in its full glory. :^)

www.youtube.com
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

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And thats the end of the 7 hours stream! Finally got around to doing a proper tank test and also fixed some of the stuff with the M4A1 test.

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Hermes654

· June 29th, 2017, 6:28 pm
Awesome
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Shiranui

· June 29th, 2017, 8:15 pm
I put the quality setting on low, but the quality still high for some reason..
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Yun changed their cover image

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Finally got around to getting reference footage for tanks. HOPEFULLY tomorrow I'll livestream animation.

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I should probably stop saying dates or any sort of indication of publishing dates because I can't finish these damn projects on time for SHIT.

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Crylex

· June 23rd, 2017, 2:09 am
right?
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TAPS

SALUTE

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Yun

· June 18th, 2017, 12:32 am
While I don't know who you were, nor do I know if you were a soldier, but a passing shall be respected regardless as to who the person is. May you rest easy.
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Yun changed their cover image

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Doing a bit of concept designing. Based on the M1 Abrams chassis is a 75 mm auto-loading anti aircraft gun, the "M51 Skysweeper". A 1950s design that was meant to replace the outdated M42 Duster due to the Duster's ineffectiveness with tracking jets and its slow rate of fire.

So what if we were to take that 75 mm gun, put it in a new turret on the Abrams, and made it a thing? Here's the M1-51 ADT.

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hecc

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Bident

· June 11th, 2017, 1:42 pm
cc
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Animation Advice : Immediate Lighting and When To Use It

When dealing with immediate lighting such as gun flares, metal grinding, and camera flash, there are times when you should use a darkening gradient and shines and times where you don't use them at all. For example :

When using firearms in dark backgrounds or dim-lit settings, shines and darkening gradients are used to emphasize the flares.

But when in direct sunlight [ EG. desert in daylight ], you don't use the gradients and the character shines are not as dominant because you already have a very bright light source.

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Shiranui

· June 8th, 2017, 12:10 am
Would be nice if you posted example swfs along with these.
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Yun

· June 8th, 2017, 12:22 am
https://www.youtube.com/watch?v=epwfwAAsxSw
This is probably a better example.
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Just something for something I guess. Very short.

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Dazh

· June 1st, 2017, 1:45 pm
lol
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Blade501

· June 1st, 2017, 2:33 pm
lol feels like a meme XD
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EntityUnknown

· June 1st, 2017, 6:34 pm
Dude, joint me in my arse
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CrimsonX

· June 16th, 2017, 4:51 pm
yoon
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So there's a tank in War Thunder [ actually two ] that I've finally managed to research in War Thunder : The STB-1 and the Type 87 SPAA. Now, this might not seem very significant to many, but this can actually help me quite a lot with animating the MBTs that I've actually modelled a while ago.

This is mainly because the suspension work on these MBTs are very similar and can actually make doing a lot of the 3D traversing a lot more easier now. Plus, I can also rotoscope the suspension animations and possibly the smoke effects on sand dunes and other terrains. [ Not that I need them though. ]

On a side note, I've attached a to-scale reference sheet of the helicopters, tanks, and the stickmen. These are all matching with the actual height of an average human being and the height of the machines in real life. [ The M1A2 Abrams is about 2.41 m while the MH-60 was 5.13 m. An average human is about 1.5-1.6 m in height. ] I finally got around to making a height reference sheet so that I don't make any more size mistakes or inconsistencies in my animation.

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