Hey, here's the "Fire Knife" spinning taunt. We got particles.
[media]https://www.youtube.com/watch?v=4yHcDQBGxpk[/media]
The animation itself is somewhat outdated, and fingers need work, and idle looping. But we believe it's close to finishing. If there's anything else you'd like to add, you can say that too.
Made another backpack icon. The previous votes were in favor of the first one, but this new one might represent the current particles better.
[img]http://i.imgur.com/RToIt12.png[/img]
informative = first
friendly = second
useful = something else
[QUOTE=jnkns;52361752]I feel the end of the taunt should have something similar to the Lollichop taunt where Pyro raises the torch above his head, then puts it back.[/QUOTE]
Hmm. It's a weapon, so the taunt goes back into melee pose.
Raising the torch instead of throwing though? or added?
Does anyone have these 2 mods on hand? I can't find them anywhere!
HQ C_Models (The one with the HQ Quick-Fix model)
Bear Necessities Styled Warrior's Spirit
Please and thank you! I'm going insane looking for them! <3
[QUOTE=Symwck;52361733]Snip[/QUOTE]
I know you said the animation is outdated, but stuff like the balance and the arms feel like they need work. Animation still looks obvious that it's an IK rig which feels unnatural, and the weight is all over the place.
PS. 50 posts. woop woop
[QUOTE=Hex.;52361920]I know you said the animation is outdated, but stuff like the balance and the arms feel like they need work. Animation still looks obvious that it's an IK rig which feels unnatural, and the weight is all over the place.
PS. 50 posts. woop woop[/QUOTE]
Any chance you could expand a bit more? Any specifics?
[QUOTE=Symwck;52361991]Any chance you could expand a bit more? Any specifics?[/QUOTE]
When he is on the left side of the screen spinning around, the pelvis just kinda floats around during that trick. Also, the intro bit when his left arm is in the air, the left hand stays in seemingly the same place even though the upper body moves a lot.
[QUOTE=HelmoChipChop;52361562]Minigun's muzzle particle[/QUOTE]
I never fucking understood why they changed that, the older version before they changed it looked way more consistent to the other muzzles and nicer but then they edited it in a terrible way and made it look like ass.
I just don't get why they made something that was perfectly fine worse for no reason.
[QUOTE=Hex.;52362060]When he is on the left side of the screen spinning around, the pelvis just kinda floats around during that trick. Also, the intro bit when his left arm is in the air, the left hand stays in seemingly the same place even though the upper body moves a lot.[/QUOTE]
When you mean "left side of the screen", you mean when he throws it up?
Thanks for replying btw
[QUOTE=Symwck;52362097]When you mean "left side of the screen", you mean when he throws it up?
Thanks for replying btw[/QUOTE]
Na. When he is spinning it around and hes on the left side of the screen, facing the right side.
[QUOTE=Hex.;52362105]Na. When he is spinning it around and hes on the left side of the screen, facing the right side.[/QUOTE]
You mean the middle part? I was thinking of having him gradually stepping back when he spins and catches there
Like this a bit
[url]https://youtu.be/Bhx548b_9Sc?t=12m43s[/url]
Not sure about over extending from the spot though. Maybe it could work while he still stands as it currently is.
[QUOTE=Symwck;52362146]You mean the middle part? I was thinking of having him gradually stepping back when he spins and catches there
Like this a bit
[url]https://youtu.be/Bhx548b_9Sc?t=12m43s[/url]
Not sure about over extending from the spot though. Maybe it could work while he still stands as it currently is.[/QUOTE]
idk. whole animation seems to feel floaty with the pelvis. steps with the feet feel more to just transition into a certain pose rather than to actually accomadate the weight
[QUOTE=Hex.;52362164]idk. whole animation seems to feel floaty with the pelvis. steps with the feet feel more to just transition into a certain pose rather than to actually accomadate the weight[/QUOTE]
Hmm, interesting points. Thanks for the input
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=947279884][img]https://steamuserimages-a.akamaihd.net/ugc/862851251562714396/360CCBF0CB1C6FF5EA5E4B92BD27ABB825BC263A/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1000:562[/img][/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=947279884[/url]
Check it out, it's a leafy helmet for Sniper and Soldier (for Jungle hopefully)
(this is a remake of an old crappy item)
(click to vote, mods.tf link is on that page too)
(I like brackets)
[QUOTE=Symwck;52361733]Hey, here's the "Fire Knife" spinning taunt. We got particles.
[media]https://www.youtube.com/watch?v=4yHcDQBGxpk[/media]
The animation itself is somewhat outdated, and fingers need work, and idle looping. But we believe it's close to finishing. If there's anything else you'd like to add, you can say that too.
Made another backpack icon. The previous votes were in favor of the first one, but this new one might represent the current particles better.
[img]http://i.imgur.com/RToIt12.png[/img]
informative = first
friendly = second
useful = something else[/QUOTE]
I love the hand movements, you've really done a great job with it.
That having been said, you need to push the poses a lot more - the pyro rig is a lot more flexible than you think make use of the hips to get some nice curves from the leg to the arms to really get some strong silhouettes. Also, this is unfortunately late, but I'd suggest that since you do have some moving holds, I'd suggest holding them for just a bit longer and cutting down on the number of "tricks". Quick twirls, two to three poses and finish. Quick, snappy timing would really make this pop more.
But otherwise, I actually really like this! :smile:
[QUOTE=Symwck;52361733]Hey, here's the "Fire Knife" spinning taunt. We got particles.
[media]https://www.youtube.com/watch?v=4yHcDQBGxpk[/media]
The animation itself is somewhat outdated, and fingers need work, and idle looping. But we believe it's close to finishing. If there's anything else you'd like to add, you can say that too.
Made another backpack icon. The previous votes were in favor of the first one, but this new one might represent the current particles better.
[img]http://i.imgur.com/RToIt12.png[/img]
informative = first
friendly = second
useful = something else[/QUOTE]
Leek spin, performed by pyro.
[QUOTE=HelmoChipChop;52361562]Question:
Have any of you guys ever thought of making an official pack of fixes to submit to Valve?
I don't mean fixes to cosmetics that should have been polished before submission, I mean for things that still haven't been fixed by Valve's moronic employees.
Things like the Minigun's muzzle particle, or the fact Heavy's gloves are still blue. Or even how the medibeam doesn't even root properly to the muzzle bone of Mediguns. Proper shell ejection orientations and for god's sake, a grenade launcher model that correctly displays the amount that are loaded. Does anybody even care about how amateurishly polished this game STILL is?[/QUOTE]
Valve doesn't accept community made fixes (barring your own item updates). However, if you explain exactly what the problem is and how to solve it they'll sometimes if you're lucky implement a fix.
[QUOTE=HelmoChipChop;52361828]HQ C_Models (The one with the HQ Quick-Fix model)[/QUOTE]
[url]https://drive.google.com/file/d/0B9uc2bZou1jgNWgwWTBRM0k1bjA/view?usp=sharing[/url]
Most of the stock models are probably broken in some way at this point
[url]http://www.teamfortress.com/post.php?id=30112[/url]
Hurry up working on Jungle stuff ^^^
[QUOTE=Game Zombie;52364227][url]https://drive.google.com/file/d/0B9uc2bZou1jgNWgwWTBRM0k1bjA/view?usp=sharing[/url]
Most of the stock models are probably broken in some way at this point[/QUOTE]
You always come through <3
[QUOTE=snookypookums;52362550]I love the hand movements, you've really done a great job with it.
That having been said, you need to push the poses a lot more - the pyro rig is a lot more flexible than you think make use of the hips to get some nice curves from the leg to the arms to really get some strong silhouettes. Also, this is unfortunately late, but I'd suggest that since you do have some moving holds, I'd suggest holding them for just a bit longer and cutting down on the number of "tricks". Quick twirls, two to three poses and finish. Quick, snappy timing would really make this pop more.
But otherwise, I actually really like this! :smile:[/QUOTE]
Thanks for the input
The taunt works like the mannrobics. Intro, idle, flair 1 and flair 2, then outro. Each flair has three "tricks".
Might be too late to take out tricks and reanimate around that, but we can look at your other advice
Edit: Everyone's probably busy with their workshop stuff right now, but what could this idle use?
[media]https://youtu.be/FjxzKJF3eCY[/media]
Made a lower arm version
[media]https://youtu.be/5x-2qqqRhuk[/media]
If you guys wanna vote:
zing = arm in air
informative = arm lower
useful = something else
I made a thing.
[T]https://steamuserimages-a.akamaihd.net/ugc/850466350749730128/7D5145DB695F35E0AFC805966470B41BB2088C85/[/T]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=948078505&searchtext="]Vote plys [/URL]
[QUOTE=Spike Nitros;52366811]I made a thing.
[T]https://steamuserimages-a.akamaihd.net/ugc/850466350749730128/7D5145DB695F35E0AFC805966470B41BB2088C85/[/T]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=948078505&searchtext="]Vote plys [/URL][/QUOTE]
I feel like it should be a little bit thicker, though, because rn it seems like it has the same problem as the hazmat headcase
EDIT :
Now I think it was just because of the preview images resolution. Can you fix those then?
EDITEDIT :
Jigglebone on the leaf?
[QUOTE=Jhejh poT;52366931]I feel like it should be a little bit thicker, though, because rn it seems like it has the same problem as the hazmat headcase
EDIT :
Now I think it was just because of the preview images resolution. Can you fix those then?
EDITEDIT :
Jigglebone on the leaf?[/QUOTE]
Sure, i'll tweak the previews if they seem confusing. I kinda rushed with those, which isn't a suprise since the whole item is one of those last minute "for the lulz" -projects. I ain't so sure about jiggles on the leaf tho, since most of pyros hats rest on top of it.
Hey guys. I'm coming around to pick your brains with an issue I recently became aware of. After this last dump of workshop submissions I've been revisiting everything I have done in the past for this jungle update just to polish up a few thing (I have nearly addressed everything you guys have suggested too. :) )
Anyways I was revisiting my Safari spy set wanting to fix certain small things and have come to the realization that my old friend bone collapse was hiding in the shadows waiting for me. I managed to get everything cleaned up on the chest item no problem but the pants and boots have their own unique brand of issues I'm not sure how to fix.
[IMG]http://i.imgur.com/Oz3q5lQ.png[/IMG]
So here's the rundown: On LOD2 the hips and thighs are doing that special spazey thing they like to do when you don't have the code .qc files right. I'm 100 - 110% certain that it has NOTHING to do with rigging as the parts going wrong have the same topology and rigging as the spy's LOD2 base model. I have noticed the that it's all due to hip_thigh_R and hip_thigh_L being collapsed into the other bones... However I have tried both [B]bonetreecollapse "hip_thigh_L"[/B] and [B]replacebone "hip_thigh_R" "bip_pelvis"[/B]... Both are not working. Maybe I'm assigning the wrong bone to replace the thigh bones? Anyways I've tried being resourceful and looking into the code for other items... But I don't know really how to export the .QC files (SMDs and DMXs sure no problem)... So Yeah I was wonding if I could hit you guys up for the proper code... Or some other ideas that could help me out...
Sorry if this is a hassle... Feeling embarrassed having to ask all these bone collapse questions.
-snip-
X-post from Arms Race now that its a new page
[QUOTE=TheJukebox;52365726]Minigun for the Medic.
Any thoughts before I pass it off to Meta for texturing?
Will have spinning barrel idle anims, plus sped up barrel spin for firing if I can figure out how to do it.
[t]https://puu.sh/wlqSO/e0f68b3972.png[/t]
[t]https://puu.sh/wlqTE/cc301d48b5.png[/t]
[t]https://puu.sh/wlqUW/3874c8fa61.png[/t]
[t]https://puu.sh/wlqQW/e126347165.png[/t][t]https://puu.sh/wlqRp/7111db61d9.png[/t][/QUOTE]
Can I post Ideas here for other people to make but still be credited?
[QUOTE=Thunder_Cat7;52367790]Can I post Ideas here for other people to make but still be credited?[/QUOTE]
traditionally if you've got an idea to pitch it's best to draw up some concept art which you'd get credited and paid for.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=948074570][img]https://steamuserimages-a.akamaihd.net/ugc/862851459009192029/0A058FFE2CF8AFC36265E773432BB8082F332AC9/[/img][/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=948074570[/url]
I know the Emporium aren't the biggest fans of pocket plush items but here's one anyway
(click to vote, mods.tf link is on that page too)
The most fun bit was recreating [url=https://s-media-cache-ak0.pinimg.com/originals/1c/e0/7e/1ce07e0158d11f0ec65ca02e7d1471eb.jpg]this T-shirt design[/url]
[img]https://steamuserimages-a.akamaihd.net/ugc/862851459009196110/3387371E95305D721FD1299DFE072A287E6FE6EB/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358[/img]
[IMG]http://i.imgur.com/yITVcWk.png[/IMG]
[I]Precision German Medicine[/I]
Claimable
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