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[WiP] Beretta M9 First-Person Animations

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DevilDante
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Re: [WiP] Beretta M9 First-Person Animations

Postby DevilDante » 07.03.2012, 21:58

Well, could it be they solved that issue with the new update (dunno, just guessing) ?
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themodman101
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Re: [WiP] Beretta M9 First-Person Animations

Postby themodman101 » 07.03.2012, 22:08

I dunno, I havn't been able to download it cause of bandwidth restrictions.
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Youpala
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Re: [WiP] Beretta M9 First-Person Animations

Postby Youpala » 10.03.2012, 22:11

Actually i could say f*ck you because im jelly. But i too much love ya ;)
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tinypaperclip
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Re: [WiP] Beretta M9 First-Person Animations

Postby tinypaperclip » 11.03.2012, 01:46

Very nice! about time somebody made some pistol action on FreeSDK :P

on a side note, porting the assets from c1 for use in freesdk isn't allowed AFAIK. I can understand if it's a placeholder but just a heads up ;) it's a mess rigging a new mesh to fit your animation afterwards
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Olli.
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Re: [WiP] Beretta M9 First-Person Animations

Postby Olli. » 11.03.2012, 17:09

really cool!

The motions are a bit over-exaggerated (which is most likely intentional) as in most FPS shooters these days, but somehow it fits in really nicely inside the nanosuit context.

Considering the use of the c1 arms in c2, according to this thread it should be alright, because only use of crysis 1 assets inside the free SDK is mentioned (and afaik youre using the arms in the C2 SDK?)

anyhow.. ill be releasing a new rig for C2/freeSDK soon which will include wrist twists and easy to use IK stuff. shouldnt be long :)
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Nevil112
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Re: [WiP] Beretta M9 First-Person Animations

Postby Nevil112 » 11.03.2012, 18:25

my C2 and Free SDK rig. Full original C2 skin setting

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.gametime.
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Re: [WiP] Beretta M9 First-Person Animations

Postby .gametime. » 11.03.2012, 18:26

Olli. wrote:really cool!

The motions are a bit over-exaggerated (which is most likely intentional) as in most FPS shooters these days, but somehow it fits in really nicely inside the nanosuit context.

Considering the use of the c1 arms in c2, according to this thread it should be alright, because only use of crysis 1 assets inside the free SDK is mentioned (and afaik youre using the arms in the C2 SDK?)

anyhow.. ill be releasing a new rig for C2/freeSDK soon which will include wrist twists and easy to use IK stuff. shouldnt be long :)


cant wait :)
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tinypaperclip
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Re: [WiP] Beretta M9 First-Person Animations

Postby tinypaperclip » 13.03.2012, 11:57

.gametime. wrote:
Olli. wrote:really cool!

The motions are a bit over-exaggerated (which is most likely intentional) as in most FPS shooters these days, but somehow it fits in really nicely inside the nanosuit context.

Considering the use of the c1 arms in c2, according to this thread it should be alright, because only use of crysis 1 assets inside the free SDK is mentioned (and afaik youre using the arms in the C2 SDK?)

anyhow.. ill be releasing a new rig for C2/freeSDK soon which will include wrist twists and easy to use IK stuff. shouldnt be long :)


cant wait :)

I'm sorry I thought it was FreeSDK as stated in my previous post, I didn't notice the HUD, seems you're right, can't wait +1 :)

EDIT: I just looked at the original screenshot, it shows the map Forest which is only in FreeSDK which makes me jump to the conclusion it's not modSDK, in which I have to warn OP before too much effort could go to waste, please say I'm wrong :unsure: I'm not sure what hud freeSDK comes with in the latest release.

EDIT2:
Nevil112 wrote:my C2 and Free SDK rig. Full original C2 skin setting

This however is not allowed, the C2 suit in FreeSDK, don't get me wrong I don't want to troll you whatsoever, but I would hate seeing such nice work and effort being wasted because of it.
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Soldier11
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Re: [WiP] Beretta M9 First-Person Animations

Postby Soldier11 » 13.03.2012, 19:07

tinypaperclip wrote:Very nice! about time somebody made some pistol action on FreeSDK :P

on a side note, porting the assets from c1 for use in freesdk isn't allowed AFAIK. I can understand if it's a placeholder but just a heads up ;) it's a mess rigging a new mesh to fit your animation afterwards


Yeah, you're totally right. However I wasn't able to find another rig at this point, so I had to rely on 'illegal' content. I hope this isn't taken too serious as it was my first attempt at creating FP animations for the CryEngine. I'm totally gonna try out Olli's rig for future stuff, so I won't use any Crysis content again.
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