Re: SCP-096 Stuff

#85
Night wrote:
SFK363 wrote:Night, used my suggestion didn't you?
Yup. ;)
I'm not saying I'm displeased with how you animated him, but I would imagine him just standing straight up, not bending his body, just his neck, looking down, and holding just one hand towards the wall, the other one facing downward. But I'm not forcing you to reanimate him, just saying that is better in my opinion.

Re: SCP-096 Stuff

#86
SFK363 wrote:
Night wrote:
SFK363 wrote:Night, used my suggestion didn't you?
Yup. ;)
I'm not saying I'm displeased with how you animated him, but I would imagine him just standing straight up, not bending his body, just his neck, looking down, and holding just one hand towards the wall, the other one facing downward. But I'm not forcing you to reanimate him, just saying that is better in my opinion.
I prefer Night's version but that would be good too
Don't put the gas away yet...

Re: SCP-096 Stuff

#88
BJFowLer wrote:Night how do you animate with blender. I just can not figure it out.
What's wrong with Blender? :O
Don't put the gas away yet...

Re: SCP-096 Stuff

#89
BJFowLer wrote:Night how do you animate with blender. I just can not figure it out.
Either Vertex or Armature.
Basically, you create an Armature object, and just extend from the main bone, to fit the joints.
Then, in the effected object, you have to create 'Vertex Groups', you select a group of vertexes, and name it the same as the bone.
So, you'd have the bone Back.01, and a vertex group in the object of Back.01.
Next step is parenting the model to the armature.
Use the timeline screen, select all of the bones, and create keyframes for anything going to be changed.

For a more indepth guide, just youtube or PM me.
Image