Here's just another walk-cycle I made.
Maybe I should go on and animate something else, have to think about that.
I used the Connie-Rig, created by Chad Vernon. So thanks Chad. :)
WalkCycle from Roman Ochsenfahrt on Vimeo.
Roman Ochsenfahrt Blog
This Blog shows some of my work.
9/23/2010
8/11/2010
Last Exit - OMB Run Cycle
Didn't post anything for a while now, but we worked really hard to finish Last Exit.
It's still not really done, we're polishing it right now for the gamescom in Cologne next week.
The run-cycle was finished some time ago, I just didn't found the time to upload it.
Like all animations key-framed in Maya.
It's still not really done, we're polishing it right now for the gamescom in Cologne next week.
The run-cycle was finished some time ago, I just didn't found the time to upload it.
Like all animations key-framed in Maya.
OMB Run-Cycle from Roman Ochsenfahrt on Vimeo.
6/09/2010
OMB Idle Part 1 - Last Exit
Hey everyone,
I just finished a new animation.
It's a part of the Idle Animation for the OMB, a character modelled by Mirco Wiedmer.
The Rig and the animation were created by me using Maya.
I just finished a new animation.
It's a part of the Idle Animation for the OMB, a character modelled by Mirco Wiedmer.
The Rig and the animation were created by me using Maya.
OMB Idle Watch 1 from Roman Ochsenfahrt on Vimeo.
6/04/2010
Last Exit - Soul Take-Over
Hey everyone,
Here are two animations I did for my new school project, Last Exit, a post-apocalyptic first/third person shooter using the UDK.
The Soul Take-Over animation will be played after the successfull take-over of a NPC.
The animations are just 3 seconds long due to gamedesign reasons.
The Rig I used is from Denny Lindberg and modificated a bit by me, the character is from Epic-Games.
Key-frame animation using Maya.
The second one is a derivation from the first animation without the weapon:
Here are two animations I did for my new school project, Last Exit, a post-apocalyptic first/third person shooter using the UDK.
The Soul Take-Over animation will be played after the successfull take-over of a NPC.
The animations are just 3 seconds long due to gamedesign reasons.
The Rig I used is from Denny Lindberg and modificated a bit by me, the character is from Epic-Games.
Key-frame animation using Maya.
The second one is a derivation from the first animation without the weapon:
WIP High Diver
Hey everyone,
here's an animation I'm working on when I'm not animating for my new school project .
It's still not finished yet, but I'd like to show it anyways.
I used 3DS Max for it, just because I heard lots of times that 3DS Max sucks for animation, but to me it's just a tool and I'd like to think about it like a hammer with a different handle. And I have to say it, it was weird at first but not so bad as I imagined.
So I looked for a Rig and found a really nice one, thanks Cryptic Studios for sharing it.
Well, without further ado the animation:
here's an animation I'm working on when I'm not animating for my new school project .
It's still not finished yet, but I'd like to show it anyways.
I used 3DS Max for it, just because I heard lots of times that 3DS Max sucks for animation, but to me it's just a tool and I'd like to think about it like a hammer with a different handle. And I have to say it, it was weird at first but not so bad as I imagined.
So I looked for a Rig and found a really nice one, thanks Cryptic Studios for sharing it.
Well, without further ado the animation:
HighDiver from Roman Ochsenfahrt on Vimeo.
Untamed in UDK
Hey everyone,
I finally have all my animations in the UDK.
The attack animations are only playing on the upper part of the character, otherwise it would look really weird, when you attack while running.
The playrate of the backward run and the strafe animations are scaled by speed, to minimize the sliding of the character.
I finally have all my animations in the UDK.
The attack animations are only playing on the upper part of the character, otherwise it would look really weird, when you attack while running.
The playrate of the backward run and the strafe animations are scaled by speed, to minimize the sliding of the character.
Untamed UDK from Roman Ochsenfahrt on Vimeo.
UDK Tutorial
Hey everyone,
I just wrote my first Tutorial.
It's about how to get a custom character with custom animations into the UDK.
I had some trouble with it myself and thought it would be nice to share my knowledge about it.
Just take a look here: UDK Tutorial
I just wrote my first Tutorial.
It's about how to get a custom character with custom animations into the UDK.
I had some trouble with it myself and thought it would be nice to share my knowledge about it.
Just take a look here: UDK Tutorial
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