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[WiP] Beretta M9 First-Person Animations

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Soldier11
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[WiP] Beretta M9 First-Person Animations

Postby Soldier11 » 03.03.2012, 22:22

Hello CryEngine Community! ;)

I'd like to introduce myself as a weapon animator. I've been working on animations mainly for the Source engine. Thus, I've already got some experience. Due to my current employment at some game developer team I had the chance to discover the awesomeness of the most recent CryEngine SDK. After working out a bunch of error messages and spending hours on watching community made tutorials (thanks a bunch for all those!!!!), I've managed to understand how to add and animate custom weapons. I really enjoy working with the engine now and everything is really up to date.

If you're interested in my previous work for other engines you can check out my webpage here: http://soldier11.webege.com/.

To use my recently gained knowledge I decided to animate a weapon for test purposes. I've chosen a M9. As hand rig I'm using Olli's Crysis IK hand rig modified to work with CryEngine 3.

Here you can see my current progress. I've started with the reload animation.



Here's an ingame screenshot:

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Credits:

Model/Texture - Harry
Sounds - xLongWayHome
Hand Rig - Olli
Hand Mesh/Textures - Crytek

The compile and the animations are done by me.

Hope you enjoy! I really hope I can whip up more animations soon.
Last edited by Soldier11 on 03.03.2012, 22:43, edited 2 times in total.
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Re: [WiP] Beretta M9 First-Person Animations

Postby DevilDante » 03.03.2012, 22:39

There is a youtube ''tab'' in the Reply Editor, just follow the example to insert your video (don't worry if you don't get it right though, Mods will edit your message and do it for you, eheh). :)
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Soldier11
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Re: [WiP] Beretta M9 First-Person Animations

Postby Soldier11 » 03.03.2012, 22:44

DevilDante wrote:There is a youtube ''tab'' in the Reply Editor, just follow the example to insert your video (don't worry if you don't get it right though, Mods will edit your message and do it for you, eheh). :)

Thanks for the hint! I've got it now.
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Re: [WiP] Beretta M9 First-Person Animations

Postby Shapeshifter » 04.03.2012, 01:05

So fluid and sexy. KIU.
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Re: [WiP] Beretta M9 First-Person Animations

Postby Johnny Guitar » 04.03.2012, 01:50

Why does it look so much different ingame
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Re: [WiP] Beretta M9 First-Person Animations

Postby DevilDante » 04.03.2012, 05:44

I think because the animations are different...?
Eheh, this is Soldier11's work ! :)
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Re: [WiP] Beretta M9 First-Person Animations

Postby sim725 » 04.03.2012, 22:22

Looks amazing!
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Re: [WiP] Beretta M9 First-Person Animations

Postby DURLI » 04.03.2012, 22:43

Superb work
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Re: [WiP] Beretta M9 First-Person Animations

Postby Player1 » 05.03.2012, 03:29

After pulling the slide, the hammer should stay back. Other than that, really amazing work! :D
Can't wait to see more. Keep it up!
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Re: [WiP] Beretta M9 First-Person Animations

Postby Soldier11 » 05.03.2012, 16:51

Player1 wrote:After pulling the slide, the hammer should stay back. Other than that, really amazing work! :D
Can't wait to see more. Keep it up!

Basically you're right! The model's texture, however, has an AO shadow on the back of the hammer. If it was cocked it would be visible. Therefore I improvised a bit and kinda made the gun double action only - I consider it artistic freedom. Actually, it is even odd to reload racking the slide as it is supposed to lock to the rear once the last round is fired.

Keep in mind that animations aren't supposed to be realistic at all. The visual interest is really important as long as most aspects concerning the mechanical realism are kept!
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Re: [WiP] Beretta M9 First-Person Animations

Postby Player1 » 05.03.2012, 19:43

Yeah, I guess that would include a lot of different script and animations tweaking (picked up a gun with empty mag, but slide's not back... or picked up a fully loaded gun, but hammer is not cocked, etc. etc.), but even so, when looking the hands movement, your animations look pretty fluent and realistic.
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Re: [WiP] Beretta M9 First-Person Animations

Postby JustNameless » 05.03.2012, 20:25

Jaw dropping! :O

I try to get a custom model with animations into the CryEngine 3, too, but the exporter always sais, that some vertex has weight links that sum up to 0,00, where it has to be 1.

Any ideas, what could fix that damn thing? Would appreciate the help very much.
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Re: [WiP] Beretta M9 First-Person Animations

Postby Fortran » 06.03.2012, 00:37

Nice to see you here :) Really nice work as always!
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Re: [WiP] Beretta M9 First-Person Animations

Postby Soldier11 » 07.03.2012, 15:45

JustNameless wrote:Jaw dropping! :O

I try to get a custom model with animations into the CryEngine 3, too, but the exporter always sais, that some vertex has weight links that sum up to 0,00, where it has to be 1.

Any ideas, what could fix that damn thing? Would appreciate the help very much.

As far as I remember did I encounter this problem once too. I'm not 100% sure, but it sounds like you should check your skin modifier. Try to select the parts again and make sure that all vertices are assigned properly.

If this doesn't help you should check if your mesh has some unwelded vertices. However, this step requires to redo the rigging then and your animation could break.
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Re: [WiP] Beretta M9 First-Person Animations

Postby themodman101 » 07.03.2012, 21:47

Very smooth work, did you have problems getting the animations working? cause when I imported my lantern no matter what I did the animation wouldnt load, and it just wrecked my rig causing it too just bend and otherwise tangle itself in-game.

No errors on export, very strange indeed


 
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