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Battletech project test #3 24/07/2008

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Uploaded by on Jul 24, 2008

Updated the run animation slightly. It's still running too fast, but this is mostly a test to see how it looks from a follow cam. I'll extend the duration of the path he's following, from 400 frames perhaps up to 500 or 600. That should give a more manageable movement profile.

The problem is one that effects all mech designs. The torso and arms have to remain mostly static, any extreme movement makes firing weapons impossible. I think I'll create a mixing animation which moves the body around a bit, to create a more lifelike movement when not firing.

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Uploader Comments (pickledtezcat)

  • Animating the weapons is no problem. Getting a believable animation depends on a stabilized torso. Check the MW4 videos on this site and you'll see the same thing.

  • What I mean is that even a little torso or arm movement during running can have a huge effect on accuracy, in effect creating a cone of fire which is is as wide as it is long. The chances of hitting any specific thing within that cone are vanishingly small, in effect, close to zero at anywhere beyond 10 meters. Where as in CBT the running to hit modifier is only +2 on a 2d6 roll as far as I'm aware.

    Wait for the next animation, there's more movement.

  • you are aware that you can cheat and just always fire weapon in any direction requested? ;) on the other hand, why don't you try implementing some simple IK-alike solutions to always point weapon where you want (with maybe small simple restrictions)

  • Yeah, I already have IK arms. I'm re-doing the rig at the moment to get more movement with more accuracy, but it's not easy. :)

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This video is a response to Battletech project test #2 23/07/2008
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All Comments (6)

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  • I think the arms NEED to move at least a little here. Also, the legs shouldn't kick out so far. The forward-thrust leg won't have enough leverage to "pull" the rest of the body forward with the traction of such small feet. In fact, I think you should get some good clear videos of people running and use those as references when dealing with the most humanoid mechs.

  • LoL, not trying to sound mean but he looks funny...

  • The leg's are too long, It almost looks like it's skipping, But everything else looks good

  • Nice stuff anyway ;) I'll try to keep my eye on how your project continues :)

  • Yes, it makes firing more difficult, but in the battletech universe, it's standard that the faster you move, the harder you are to hit, but the harder it is TO hit.

    Kind of like how it's not easy to shoot something from the hip while running.

    Unless you've got no ability to animate weapons fire from a bobbing torso due to program restrictions, I would highly recommend it.

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