New Uzi Animations - Check out progress here!

Misc work in progress screenshots etc...
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LivingWithGames
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Re: New Uzi Animations - Check out progress here!

Post by LivingWithGames » Thu Dec 09, 2010 12:34 am

Keychain wrote:
Gary wrote:Pretty sexy animation, Linkmister is pretty damn good at animating, though I already knew that.

Good work man.
You know it was me who made the animation, right? Not Link. He'll be working on the dual versions later on.
Key,now you deserve a medal for that!The idle animation looks really great,nice job!

Just only one question,it is me or the way you hold the uzi looks like the one in l4d?

I know,I know but it's just damn similar to me!And I like that!

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Re: New Uzi Animations - Check out progress here!

Post by Linkmister » Thu Dec 09, 2010 2:30 am

Well, their usually is only ONE way to hold a mini-Uzi without it being one-handed or being held at an extremely awkward position.
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Re: New Uzi Animations - Check out progress here!

Post by Maestro Fénix » Thu Dec 09, 2010 11:43 am

I know that this thread is for the UZI's anims, but i have a question. Why we don't have a proper W_ models of Dual UZIs? (in Dual model, only is seen one of the weapons).
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Re: New Uzi Animations - Check out progress here!

Post by LivingWithGames » Thu Dec 09, 2010 6:22 pm

Just delete my post here now,I gave it a try and well,even for the standard models this happens,Fenix.

I hope this get fixed in the next version of the mod.

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Re: New Uzi Animations - Check out progress here!

Post by Shana » Thu Dec 09, 2010 7:59 pm

Maestro Fénix wrote:I know that this thread is for the UZI's anims, but i have a question. Why we don't have a proper W_ models of Dual UZIs? (in Dual model, only is seen one of the weapons).
What?

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(You will only see one model in your own thirdperson if that's what you mean.)

Shana has found her own badass way of doing it though.
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Re: New Uzi Animations - Check out progress here!

Post by Maestro Fénix » Thu Dec 09, 2010 8:15 pm

Hmm, even in HLMV i can´t see it. Bah, doesn´t matter.
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Re: New Uzi Animations - Check out progress here!

Post by Shana » Thu Dec 09, 2010 8:21 pm

Because you can't load 2 weapon worldmodels in HLMV, you can take 2 screenshots though of the same pose, once with the left uzi and once with the right and then merge them together in photoshop or whatever if that's what you need it for.
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Re: New Uzi Animations - Check out progress here!

Post by Keychain » Fri Dec 10, 2010 3:49 am

Sorry for not posting more progress on this by now, I'm waiting for a certain someone to fix the FOV on the Uzi before I continue. :V

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Re: New Uzi Animations - Check out progress here!

Post by LivingWithGames » Fri Dec 10, 2010 6:34 pm

FOV = Field of View

Erm...sorry Keychain but,what do you mean?The vision or the model of the uzis?

I'm not so smart today,didn't sleep well :(

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Re: New Uzi Animations - Check out progress here!

Post by Gary » Fri Dec 10, 2010 8:10 pm

I assume she is referring to their position and size on screen.

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Re: New Uzi Animations - Check out progress here!

Post by Keychain » Sat Dec 11, 2010 2:51 am

Indeed. It is a lot closer to the screen in-game than it is in the video.

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Re: New Uzi Animations - Check out progress here!

Post by LivingWithGames » Sat Dec 11, 2010 3:28 am

Ah,I see.

There's a method to make the FPS viewmodel of the weapons by using this command: viewmodel_fov #

It does work for tf2(no shit,idiot) but,not sure if it works for OC.

If not,then maybe a script or something like that to put for the uzi a bit more far from the screen.

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Re: New Uzi Animations - Check out progress here!

Post by fug4life » Sat Dec 11, 2010 12:00 pm

I dont know much about models & FOVs,

let me get this right the v_model is in the wrong position? You can move v_models around on screen using origin in the models qc, I use this method for custom weapons I download, where the v_model is in the wrong position because of the differences in mods FOV, for instance you either cant see enough of the weapon or hands, or you see too much and there is clipping at the end of the arms, $origin is very similar to ironsights you can pretty much move the v_model into w/e position you want.

I know there is FOV stuff that can be added to a models .qc, I just dont really get what it means. I'ma go read now!

EDIT, I read but still dont really understand.
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'She has zero tolerance for idiots'.

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Re: New Uzi Animations - Check out progress here!

Post by Linkmister » Sat Dec 11, 2010 7:03 pm

All you need to know is that the game's FoV for the Uzis is really weird. Whatever looks great in 3ds Max, looks kinda awkward in game, that's what happened to the Uzi animations I did several months back.
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Re: New Uzi Animations - Check out progress here!

Post by Shana » Sat Dec 11, 2010 7:37 pm

So $origin works for viewmodels too hmm, didn't know about that.
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