Posted in: Animation
Posted 2018-02-15 at 14:48 by [R-DEV]w0lf3k
Hi there folks.
I'm w0lf3k and the current PR Animator. My first contact with PR was happened in 2011, but my modding career only started in 2016.
Back then, I asked rpoxo(rPoXoTauJIo), which is my clanmate, R-DEV and UAF faction lead, what was the issue with the Ukraine Armed Forces and why "they" had not releasing it yet, to which the reply was the classic "want it? Do it! ".
And so I did.
My first take was the T-64BV Main Battle Tank, a 38 tonnes tank <...yaya some facts about the tank...> used by the UAForces. That was a tough start for me and in hindsight, I realize that I should not had started 3D modeling with suck a complicated model. Additionally, due to my college education I was forced to drop this project.
My second attempt in modding, was more than a year later with the creation of the M2 Carl Gustaf model, which its close to be finished, but in my opinion I may have rushed it slightly, so I still want to improve it and fix some issues before I consider it PR ready. Thou, I haven't given up on T-64BV. I've already did and still do some improvements on that model now and then.
As you can testify, I planned to be a modeller but I was a fool...
I was invited to the team last August, in 2017, but to my surprise the job's description was Animator. This had been a well planed rpoxo's TRAP!
The truth is that there was none in the team to do animations, including the ones for my M2 Carl Gustav and so I've accept my fate.
In the following months my main attention was focused on learning animations from scratch and fixing third person animations for the Polish and PR:WW2 factions.
I made a special animation rig to make the ammo belts move natural.
Since the Polish faction has been released and almost all animations issues have been fixed for PR:WW2 I now have more free time to spend on new weapons for core PR itself.
Today in my first entry I want to tease some of my work - the X95 for the IDF faction and M1919A6 for the US WW2 faction.
I'm w0lf3k and the current PR Animator. My first contact with PR was happened in 2011, but my modding career only started in 2016.
Back then, I asked rpoxo(rPoXoTauJIo), which is my clanmate, R-DEV and UAF faction lead, what was the issue with the Ukraine Armed Forces and why "they" had not releasing it yet, to which the reply was the classic "want it? Do it! ".
And so I did.
My first take was the T-64BV Main Battle Tank, a 38 tonnes tank <...yaya some facts about the tank...> used by the UAForces. That was a tough start for me and in hindsight, I realize that I should not had started 3D modeling with suck a complicated model. Additionally, due to my college education I was forced to drop this project.
My second attempt in modding, was more than a year later with the creation of the M2 Carl Gustaf model, which its close to be finished, but in my opinion I may have rushed it slightly, so I still want to improve it and fix some issues before I consider it PR ready. Thou, I haven't given up on T-64BV. I've already did and still do some improvements on that model now and then.
As you can testify, I planned to be a modeller but I was a fool...
I was invited to the team last August, in 2017, but to my surprise the job's description was Animator. This had been a well planed rpoxo's TRAP!
The truth is that there was none in the team to do animations, including the ones for my M2 Carl Gustav and so I've accept my fate.
In the following months my main attention was focused on learning animations from scratch and fixing third person animations for the Polish and PR:WW2 factions.
I made a special animation rig to make the ammo belts move natural.
Since the Polish faction has been released and almost all animations issues have been fixed for PR:WW2 I now have more free time to spend on new weapons for core PR itself.
Today in my first entry I want to tease some of my work - the X95 for the IDF faction and M1919A6 for the US WW2 faction.
Updated 2018-02-15 at 16:00 by [R-DEV]w0lf3k
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Posted 2018-02-15 at 18:24 by Raklodder -
If briefly, yes. To animate things like that bf2 engine need to recognize mesh morphing in animations(via Skin modifier and additional bones), but sadly it cant
Posted 2018-02-15 at 18:41 by w0lf3k -
Well done man! Can't wait to try it in the bocages!
Posted 2018-02-15 at 22:23 by FlyingR -
Posted 2018-02-15 at 22:46 by mectus11 -
Posted 2018-02-16 at 17:53 by CG-Delta -
Posted 2018-02-16 at 23:10 by XSHADOWGX -
fucking amazing, i love that new recoil animation for the idf weapon
Posted 2018-02-18 at 00:00 by sgt.maze2
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