[QUOTE=Whomobile;52262736]Shit thats good idea, currently it's looking like this:
[t]http://68.media.tumblr.com/879465825f3cadba1e1a0229e817f1c6/tumblr_oqd1npUD7L1vyk33so1_1280.jpg[/t]
I added a slight bevel to some of the edges so it looks more cardboardy, I'll tinker around with the VTF to make it less blurry after I add a few logos and what not to the box (also need to space out ZEDOC more).[/QUOTE]
i will recommend you to make it smaller, since that taunt will be played inside buildings and tunnels, try to use the engi's taunt (the one where he is on a chair) as the max width you can use with a taunt, also dont make it higher than any player, remember is for a game. aside from that looks amazing.
Thanks so much for all the advice, It's definitely made an improvement (ignore the smoothing groups on the paper). That paper and little dint in the middle adds a lot of character.
[t]https://68.media.tumblr.com/f6aada00bdfe93f4516a544dcbd9384b/tumblr_oqe3mzTxPB1vyk33so1_1280.jpg[/t]
I added the tape like ikes suggested but I'm gonna have to redo it because I accidently saved over the file I was working with :v:. Not the end of the world because there's a few things I wanted to fix anyway.
[t]https://68.media.tumblr.com/9e9c170f86fdbe3333ae4a5682a31b96/tumblr_oqe3mzTxPB1vyk33so2_1280.jpg[/t]
Also it can do this:
[IMG]https://68.media.tumblr.com/81cb0fe5b56b1c623eadfb19aed3f2e1/tumblr_oqe469l8Jv1vyk33so1_500.gif[/IMG]
Silly concept I made.
[IMG]http://i.imgur.com/sVG4e6k.png[/IMG]
Claimable, all class.
Does anyone happen to have the old version of G's Pistol Update? The newest one doesn't include the Lugermorph and I can't recover the files on my old HDD. Anyone have the older version on hand?
i must have forgotten to post it here when i uploaded it a while ago.
Player Tou
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=890793023[/url]
[t]https://steamuserimages-a.akamaihd.net/ugc/158030290417383064/7A7BD3C1E2E9C0D1CBBC5D98A1AA493799EAC36A/[/t]
it's for the jungle thing
[t]http://cloud-3.steamusercontent.com/ugc/158030290419479962/E1900577A370C80294AFF6927552F9CAEB3E34B9/[/t]
it's based on 2 species and is flexed:
[t]https://steamuserimages-a.akamaihd.net/ugc/158030290417386248/344E2808A14789603B1F6A20A882783B8264B6B0/[/t]
[IMG]http://68.media.tumblr.com/c0aac6ca70c4ed26bc2f61ed117370fa/tumblr_oqi29jY17D1vyk33so1_540.gif[/IMG]
How exactly do you add props to a taunt animation? I can't seem to find a solid answer aside from some vague stuff about binding it to the player model's bones.
[QUOTE=Whomobile;52272564][IMG]http://68.media.tumblr.com/c0aac6ca70c4ed26bc2f61ed117370fa/tumblr_oqi29jY17D1vyk33so1_540.gif[/IMG]
How exactly do you add props to a taunt animation? I can't seem to find a solid answer aside from some vague stuff about binding it to the player model's bones.[/QUOTE]
you should make it pop out of the ground like table tantrum
I'm gonna make it so the medic pulls the box out of the ground to the side of him and slams it down in front of him, I think that's more entertaining to watch.
[editline]25th May 2017[/editline]
Honestly I have no idea what I'm doing half the time I'm working on this and just I'm throwing shit at a wall and then investigating why it won't stick.
[QUOTE=Whomobile;52272564][IMG]http://68.media.tumblr.com/c0aac6ca70c4ed26bc2f61ed117370fa/tumblr_oqi29jY17D1vyk33so1_540.gif[/IMG]
How exactly do you add props to a taunt animation? I can't seem to find a solid answer aside from some vague stuff about binding it to the player model's bones.[/QUOTE]
How TF2 does taunt animations like the Rancho Relaxo, which has alot of bones, they compile the animations onto the taunt model, which in this case is the RR, and compile the classes animations on to their model, which in the same example would be the Engineer.
So basically what they're doing is making two models play their animations at the same time when you press your taunt button.
[IMG]http://i.imgur.com/t2BW78a.png[/IMG]
A quick idea for pyro based on pele's hair.
the hair pops out from under his mask, so technically it would be the first actual hair cosmetic for Pyro.
I don't know if it is possible but maybe a bit a of the scalp can be modeled to merge with the standard mask and look like a burned mess (on purpose) on all the other heads (in case it doesn't horribly clip)
Claimable
[QUOTE=Whomobile;52272564][IMG]http://68.media.tumblr.com/c0aac6ca70c4ed26bc2f61ed117370fa/tumblr_oqi29jY17D1vyk33so1_540.gif[/IMG]
How exactly do you add props to a taunt animation? I can't seem to find a solid answer aside from some vague stuff about binding it to the player model's bones.[/QUOTE]
You have a few options, though i'm not sure how feasible some of them are.
- Popping out of the ground (Most common)
- Fading into existence (Unsure of any examples)
---Fade into existence while falling from the sky (This would be my suggestion)
- Grab-From-The-Back-Pocket (This works best if you can scale it from palm sized all the way to full, but i'm not sure what the in-game engines rules for resizing are in this case)
[QUOTE=Whomobile;52272564]How exactly do you add props to a taunt animation? I can't seem to find a solid answer aside from some vague stuff about binding it to the player model's bones.[/QUOTE]
Taunts with props often just replace the weapon model with the prop so the animation is entirely in the player model.
[QUOTE=Punchy;52273534]- Fading into existence (Unsure of any examples)
- Grab-From-The-Back-Pocket (This works best if you can scale it from palm sized all the way to full, but i'm not sure what the in-game engines rules for resizing are in this case)[/QUOTE]
I don't think there's an event to make something fade in and out so Valve would have to do that if they can, and scaling isn't saved in MDLs but it can still be done just it requires more bones.
[QUOTE=Whomobile;52272564][IMG]http://68.media.tumblr.com/c0aac6ca70c4ed26bc2f61ed117370fa/tumblr_oqi29jY17D1vyk33so1_540.gif[/IMG]
How exactly do you add props to a taunt animation? I can't seem to find a solid answer aside from some vague stuff about binding it to the player model's bones.[/QUOTE]
I think the "Ze" should just be "The" or maybe "Herr" if you want to keep the german element; it just seems to me that Medic would spell the word correctly even though he says it differently due to his accent.
[sp]not to mention the hat joke[/sp]
Working on a leather pauldron/chest piece concept for the spy
[IMG]http://i.imgur.com/6mvYdnM.jpg[/IMG]
Also the box probably shouldn't have jigglebones on the sign, just make them normal bones and make the jiggle part of the animation itself. That way you don't have to worry about it spazzing out (or falling below the jigglebone cutoff.) Not like the model is going to move by itself in any way without an animation playing.
[QUOTE=SageJFox;52275376]Also the box probably shouldn't have jigglebones on the sign, just make them normal bones and make the jiggle part of the animation itself. That way you don't have to worry about it spazzing out (or falling below the jigglebone cutoff.) Not like the model is going to move by itself in any way without an animation playing.[/QUOTE]
Yeah, the more control the better. And by the look of it, it doesn't look like the model is short on bones.
just have him grab the fucking box from behind it and scale it up along the way from pocket sized to full sized
better than any of the other magic shenanigans and you can actually play with an interesting taunt-initiation animation
like once he has it out the fuck is he gonna do? stand there? the intro should be the most eye-catching part
[QUOTE=ikes;52275627]just have him grab the fucking box from behind it and scale it up along the way from pocket sized to full sized
better than any of the other magic shenanigans and you can actually play with an interesting taunt-initiation animation
like once he has it out the fuck is he gonna do? stand there? the intro should be the most eye-catching part[/QUOTE]
Don't think you can scale a model for taunts.
[QUOTE=Hex.;52275645]Don't think you can scale a model for taunts.[/QUOTE]
cant you literally just shrink the bone the model is attached to
[QUOTE=ikes;52275662]cant you literally just shrink the bone the model is attached to[/QUOTE]
But will that show up in the exported taunt animation of the player model?
Pretty sure scaling in source is something reserved for SFM, due to how hammer can't do it and it came to SFM in a patch.
I think you can make props scale by setting up bones in a certain way but I'm not gonna do that, it seems a bit weird for the medic to pull a full set of boxes out of his pants even by tf2 standards. my current idea is he pulls it out of the ground beside him and slams it down.
I'm gonna keep the jigglebones on the sign but I'll make them a lot stiffer in the final version. I kinda like how floppy it is now but it does clip a far bit with the medic model (not as much as you would expect though). I might replace it with a normal bone if it's still a problem.
As for replacing "Ze" with "The" or "Herr", I'm still not too sure on that one, I get the idea behind it but I'm worried the humor behind it might be lost if it makes too much sense. I don't think it would be too past the Medic to put "ZE" on the box in a weird mad scientist way. I have been thinking about changing "uber 4 hats" though, don't know what to yet.
[QUOTE=Whomobile;52275691]I think you can make props scale by setting up bones in a certain way but I'm not gonna do that, it seems a bit weird for the medic to pull a full set of boxes out of his pants even by tf2 standards. my current idea is he pulls it out of the ground beside him and slams it down.
I'm gonna keep the jigglebones on the sign but I'll make them a lot stiffer in the final version. I kinda like how floppy it is now but it does clip a far bit with the medic model (not as much as you would expect though). I might replace it with a normal bone if it's still a problem.
As for replacing "Ze" with "The" or "Herr", I'm still not too sure on that one, I get the idea behind it but I'm worried the humor behind it might be lost if it makes too much sense. I don't think it would be too past the Medic to put "ZE" on the box in a weird mad scientist way. I have been thinking about changing "uber 4 hats" though, don't know what to yet.[/QUOTE]
it's no stranger than pulling a minigun out of your ass when you swap weapons
[QUOTE=ikes;52275788]it's no stranger than pulling a minigun out of your ass when you swap weapons[/QUOTE]
Heavy actually has a soul bond with Sasha and can summon or dispatch her by sheer will.
The shotgun and sandvich are in his ass though
[QUOTE=chandlerj333;52276099]Heavy actually has a soul bond with Sasha and can summon or dispatch her by sheer will.
The shotgun and sandvich are in his ass though[/QUOTE]
What if Sasha is his stand :thinking:?
IJCT took up the texturing of my electronade launcher, and in the meantime i am thinking of ways to spice it up by tweaking how the weapon behaves. Anyone here know how to a) make the chambers spin continuously or b) disabling parts of the animation so demo won't insert grenades into the rotor coils? It is fine as is, but i thought those would complement the idea of having to crack open the gun to vent excess heat instead of reloading. For now the "chambers" spin as usual, with demo loading nothingess into them.
[T]http://i.imgur.com/17rotcc.jpg[/T]
[QUOTE=Spike Nitros;52280720]IJCT took up the texturing of my electronade launcher, and in the meantime i am thinking of ways to spice it up by tweaking how the weapon behaves. Anyone here know how to a) make the chambers spin continuously or b) disabling parts of the animation so demo won't insert grenades into the rotor coils? It is fine as is, but i thought those would complement the idea of having to crack open the gun to vent excess heat instead of reloading. For now the "chambers" spin as usual, with demo loading nothingess into them.
[T]http://i.imgur.com/17rotcc.jpg[/T][/QUOTE]
I bet if you somehow do that stuff and Valve puts this weapon in-game, they gonna make it have the stock animation, so you will have Demoman load nothingness into the chambers.
[QUOTE=Spike Nitros;52280720]Anyone here know how to a) make the chambers spin continuously
[/QUOTE] I'm guessing you intend to make the chamber spin like an EM motor. You can do this by animating the chamber on the idle state of the weapon.
I did the same thing to make the speaker move on this weapon. [video=youtube_share;ZeCt0rNWQvM]http://youtu.be/ZeCt0rNWQvM[/video]
As for the other half of your question, you would have to make some custom animations.
Question: Where I should post my Your Enternal Reward rebalance idea, as the "weapon rebalancing thread" is gone?
if you add jigglebones to a taunt prop can you animate those bones?
[QUOTE=ikes;52282506]if you add jigglebones to a taunt prop can you animate those bones?[/QUOTE]
You should be able to. Depending on how you're animating it they might "fight" each other though. An example that wouldn't conflict would be, a UFO spinning on it's axis with a spring jiggle.
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