Hello there, (if there are more tech animators like me who wants to give them an offering hand, you can post here too, just like the model request thread.)
seeing alot of good stuff on this forum, I couldn't think of a better place to offer a helping hand to the team creating the SCP- containment breach. I do 2D and 3D animation, mostly for fun but also studying and been schooled, to I fill my spare time. I've had some go's at game projects, here's a short vid of some of the things Ive done;
[youtube]9tb4ZXImbvU[/youtube]
I'm, as you might notice, not an active forum user. I'd appreciate contact to my mail if you want me to have a go at some animations or rigs. I'll check in here now and then, but I always check my mail at:
[email protected] or [email protected]
See you around,
-Phillip.
Re: Animation/Rigs
#2A lot of animations certainly have plenty of room for improvement, especially the Class-Ds, guards and MTFs.
Re: Animation/Rigs
#3It's nice to see somebody who knows about animation, as skin said, the Class-Ds, the Guards and the MTFs need better animations, I'd like to see your work in those models.
Re: Animation/Rigs
#4Cool thing, anywhere you can send or have me download the file you want me to use?
Re: Animation/Rigs
#6The files are in the game, you can download it from here: h[url]ttp://scpcbgame.com/[/url]plauGen wrote:Cool thing, anywhere you can send or have me download the file you want me to use?
As downloads for individual files I don't know.
Re: Animation/Rigs
#7Gonna throw this out there since we need an animator for a couple of finished models, if you're willing!
Twisted Polygon just finished some great models for SCP-106 and SCP-513-1
Here are the necessary animations that will be needed for either and a run down of how the general feel for them should be.
SCP-106 - *'d are optional and would only be a bonus
SCP-513-1
Also, as mentioned before, it'd be nice if some of the guard and class D/generic human npc animations could be fixed. You can find the .b3d files in the game, they're under GFX/npcs/classd.b3d and mtf.b3d for the Class D's and Guards respectively.
The Class D models already have a numerous amount of animations, presumably made for an FPS of sorts, but some of the current animations are kinda crummy, especially for their scripted events. Here's some animations I think can be modified
Twisted Polygon just finished some great models for SCP-106 and SCP-513-1
Here are the necessary animations that will be needed for either and a run down of how the general feel for them should be.
SCP-106 - *'d are optional and would only be a bonus
Spoiler
106 should have a sort of old, creeping feel to him, as well as slightly unnatural actions.SCP-513-1
Spoiler
513-1 doesn't need too many animations, it's a rather minor SCP, and it's appearances seem to be brief and ominous. It's last two animations are ideas for a bigger gameplay element involving it.Also, as mentioned before, it'd be nice if some of the guard and class D/generic human npc animations could be fixed. You can find the .b3d files in the game, they're under GFX/npcs/classd.b3d and mtf.b3d for the Class D's and Guards respectively.
The Class D models already have a numerous amount of animations, presumably made for an FPS of sorts, but some of the current animations are kinda crummy, especially for their scripted events. Here's some animations I think can be modified
Spoiler
The Guards' animations are pretty good actually, there's only a couple that could use an update.
Spoiler
I'm not the type of person who helps with this type of stuff, so if you need help with something, I'll try to answer back with the best of my abilities, otherwise I can drop a PM to someone who can.It slep time bunner.
Re: Animation/Rigs
#8I'd like to add to these with some of my own personal ideas. I won't request you to do any of them, they're only suggestions.Omniary wrote: -things-
SCP-106
Spoiler
To elaborate on Omniary's request for the popping out of the floor and grabbing animation, I'd like to see 106 break out of the floor quickly and clutch the janitor by the head, pulling him under as he drops back into the ground.SCP-513-1
Spoiler
ey b0ss, can I habe de pussi plz?
Re: Animation/Rigs
#9I'm late as hell, but who cares? So I am currently, in SFM, working on some animations for SCP-106. (Model was imported into GMod by CPTHazama for an SCP:CB SNPC Pack, and I simply ported them (including 106) into SFM.) I am trying to build the animations off of the ideas you have for SCP-106 animations. To make it more simple, I am using an IK Rig. (Which was a pain in the ass to create with the auto-rigger mod since it had no hand bones.) I'll try to show you some when I am finished. Maybe someone could try to make some animations in Blender using my animations as a base when I am finished? I don't really know how to import a character from SFM to Blender with Custom Animations, (Not sequences. Sequences are pretty much animations already built into the model.) So I might need help with that.Omniary wrote: ↑Tue Feb 18, 2014 8:05 amGonna throw this out there since we need an animator for a couple of finished models, if you're willing!
Twisted Polygon just finished some great models for SCP-106 and SCP-513-1
Here are the necessary animations that will be needed for either and a run down of how the general feel for them should be.
SCP-106 - *'d are optional and would only be a bonusSpoiler106 should have a sort of old, creeping feel to him, as well as slightly unnatural actions.
SCP-513-1Spoiler513-1 doesn't need too many animations, it's a rather minor SCP, and it's appearances seem to be brief and ominous. It's last two animations are ideas for a bigger gameplay element involving it.
Also, as mentioned before, it'd be nice if some of the guard and class D/generic human npc animations could be fixed. You can find the .b3d files in the game, they're under GFX/npcs/classd.b3d and mtf.b3d for the Class D's and Guards respectively.
The Class D models already have a numerous amount of animations, presumably made for an FPS of sorts, but some of the current animations are kinda crummy, especially for their scripted events. Here's some animations I think can be modifiedSpoilerThe Guards' animations are pretty good actually, there's only a couple that could use an update.SpoilerI'm not the type of person who helps with this type of stuff, so if you need help with something, I'll try to answer back with the best of my abilities, otherwise I can drop a PM to someone who can.
Re: Animation/Rigs
#10you can just export the animation as an smd and then import it into blender using source engine toolsScott Rash wrote: ↑Sat Mar 16, 2019 8:18 pmI'm late as hell, but who cares? So I am currently, in SFM, working on some animations for SCP-106. (Model was imported into GMod by CPTHazama for an SCP:CB SNPC Pack, and I simply ported them (including 106) into SFM.) I am trying to build the animations off of the ideas you have for SCP-106 animations. To make it more simple, I am using an IK Rig. (Which was a pain in the ass to create with the auto-rigger mod since it had no hand bones.) I'll try to show you some when I am finished. Maybe someone could try to make some animations in Blender using my animations as a base when I am finished? I don't really know how to import a character from SFM to Blender with Custom Animations, (Not sequences. Sequences are pretty much animations already built into the model.) So I might need help with that.Omniary wrote: ↑Tue Feb 18, 2014 8:05 amGonna throw this out there since we need an animator for a couple of finished models, if you're willing!
Twisted Polygon just finished some great models for SCP-106 and SCP-513-1
Here are the necessary animations that will be needed for either and a run down of how the general feel for them should be.
SCP-106 - *'d are optional and would only be a bonusSpoiler106 should have a sort of old, creeping feel to him, as well as slightly unnatural actions.
SCP-513-1Spoiler513-1 doesn't need too many animations, it's a rather minor SCP, and it's appearances seem to be brief and ominous. It's last two animations are ideas for a bigger gameplay element involving it.
Also, as mentioned before, it'd be nice if some of the guard and class D/generic human npc animations could be fixed. You can find the .b3d files in the game, they're under GFX/npcs/classd.b3d and mtf.b3d for the Class D's and Guards respectively.
The Class D models already have a numerous amount of animations, presumably made for an FPS of sorts, but some of the current animations are kinda crummy, especially for their scripted events. Here's some animations I think can be modifiedSpoilerThe Guards' animations are pretty good actually, there's only a couple that could use an update.SpoilerI'm not the type of person who helps with this type of stuff, so if you need help with something, I'll try to answer back with the best of my abilities, otherwise I can drop a PM to someone who can.