SCP-939 Improved Animations

If you have models, sound effects, textures or anything else you would like to be put in the game, post them here. Ideas and suggestions are also welcome.
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Kenneth crooker
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Re: SCP-939 Improved Animations

Postby Kenneth crooker » Sun Jun 07, 2015 8:17 pm

Astray488 wrote:
Kenneth crooker wrote:By the way, does Blitz3D Support models that have IK bones?


Yeahhhh... there's an issue going on right now (at least with my exports) regarding models. fragMOTION loses track of some of the bone weights on the vertices and this causes massive stretching and distortion, I had to go into fragmo and redo a lot of bone bindings by hand (pain in the neck..).

I don't know if IK bones will follow the same issue, but if you export that as .FBX version 6 (or something) and start to see stretching and issues then.. well, yeah.

Anyhow I should REALLY do a video tutorial for all forum users (like I said I would 2 years ago) it's a complex process. Maybe as soon as I get my new PC.

Alright, then.
I think that Night's 096 model had IK's on blender
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Re: SCP-939 Improved Animations

Postby MrJPenguin1 » Sun Jun 07, 2015 8:20 pm

Is there any chance that I could use these animations in the actual games? I don't really want to experiment and screw anything. The animations were beautiful though. That walk though... swiggity swooty.
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Kenneth crooker
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Re: SCP-939 Improved Animations

Postby Kenneth crooker » Sun Jun 07, 2015 8:27 pm

MrJPenguin1 wrote:Is there any chance that I could use these animations in the actual games? I don't really want to experiment and screw anything. The animations were beautiful though. That walk though... swiggity swooty.

Sure thing! Be my guest, bro.
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Re: SCP-939 Improved Animations

Postby Irontaco » Sun Jun 07, 2015 8:56 pm

Nice! These look really good dude.

Pherpaps there should be like, one for when attacking when running? since most of the time the player gets attacked while he's on the run from these dudes.

Looking forward to seeing more of your anims in-game if you wanna do them; an animation overhaul would improve the game a lot.
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Re: SCP-939 Improved Animations

Postby Nehpys » Sun Jun 07, 2015 9:00 pm

These are pretty good, but the walking animation still looks to.....tight?

It just looks really stiff the way 939 walks in your animations, with how flexible it seems to be from the OTHER animations.

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Re: SCP-939 Improved Animations

Postby Astray488 » Sun Jun 07, 2015 9:13 pm

Irontaco wrote:Perhaps there should be like, one for when attacking when running? since most of the time the player gets attacked while he's on the run from these dudes.


I intended for their AI to have a "leaping" attack behavior like the fast zombies from HL2. However it wasn't even implemented (and I didn't bother mentioning it to Regalis cause I kind of forgot).
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Re: SCP-939 Improved Animations

Postby Airplane611 » Sun Jun 07, 2015 9:52 pm

Hmm, looks pretty good, One problem though:


Where's the run animation? It does need to be improved though.
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Re: SCP-939 Improved Animations

Postby Kenneth crooker » Sun Jun 07, 2015 10:11 pm

Airplane611 wrote:Hmm, looks pretty good, One problem though:


Where's the run animation? It does need to be improved though.

The run animation is that gallop that takes place after the walk animation.
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Re: SCP-939 Improved Animations

Postby Airplane611 » Mon Jun 08, 2015 7:52 pm

It needs work though.
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Re: SCP-939 Improved Animations

Postby Trialtrex21 » Mon Jun 08, 2015 10:54 pm

Damn, how did I only just see these? These are wonderful!

Edit: The gallop could use a little work as I can see there being problems in actually using them, but everything else is great!
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