Archive for November, 2007

Fight Damnit!

Going for something like this…

Best Unedited Fight Scene Ever!

Rigging!

screenshot.png

Same model. Different drill.

Jumping!

jumper01.gif

Don’t Jump, dude!

The Dude

screenshot.png

My model……..enjoy.

Squishy Tooshy!

Video thumbnail. Click to play
Click To Play

He bounces and bounces….enjoy.

RUN!!!!

Yeah, I’m looking to do a Parkour Jump from one building rooftop to another for my anticipation and follow-through. Check out these examples…

Not bad?

Whoa!
Go jump something!

Final Renders


Click To Play

Here it is. Basically, the fighter is on a scripted path with the translation and rotation controlled from all 3 axises. The camera is linked to an object that is on a similar scripted path, with the camera aim linked to the fighter. The “zeppelin” ships in the back have scripted rotating rings, and the background fighters are being translated with a script in the Z-Axis. Anyway, enjoy.

Expression Scripts:

sfCROWDcon.translateZ=((5*frame)/9);

ring03.rotateZ=frame;

//translate
pTorus1.translateX=cosd(frame*2)*-55;
pTorus1.translateY=sind(frame*2)*55;
pTorus1.translateZ=sind(frame*2)*100;

//rotate

//turn-yaw
pTorus1.rotateX=(frame*2) + 100;

//pitch
pTorus1.rotateY=(sind(frame*2)+.5)*60;

//roll
pTorus1.rotateZ=90+(cosd(frame*2)*-45);

group0.rotateZ=frame+23;
group1.rotateZ=frame+56;
group2.rotateZ=frame+84;
group3.rotateZ=frame+96;
group4.rotateZ=frame+60;
group5.rotateZ=frame+48;

//translate
sfcontrol.translateX=cosd(frame*2)*-45;
sfcontrol.translateY=sind(frame*2)*45;
sfcontrol.translateZ=sind(frame*2)*90;

//rotate

//turn-yaw
sfcontrol.rotateX=(frame*2) + 100;

//pitch
sfcontrol.rotateY=(sind(frame*2))*50;

//roll
sfcontrol.rotateZ=90+(cosd(frame*2)*-45);