3rd Party Models/Media Chat / Bugsy's Custom Guns and Animations

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granada
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Posted: 21st Sep 2017 23:38
Says video unavailable for me


Dave
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Bugsy
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Posted: 22nd Sep 2017 01:05
i posted it while the vid was uploading, look now.
granada
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Posted: 22nd Sep 2017 10:36
Look good ,he’ll of a kick when you fire it . Should be able to shoot through walls with that one.typical Wolfe texture ,love the sight .

Dave
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Bugsy
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Posted: 20th Oct 2017 19:36


Of these guns, the pp19 is the only one with a chance of going into GG. I did find these 3ds max Jfletcher hands, however, and am considering trying to bring a new rig to GG. It would either be these or soldier front 2 hands, which seemed to almost-import when I did that AK back a while ago. These are lower polygon and match with some of the stock media which would be a bonus but they arent rigged that well. SF2 hands are rigged great but have complex multi-file texture if I'm not mistaken. now it's just down to which one I like my animations with more.
granada
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Posted: 21st Oct 2017 22:10
Great work again Bugsy.very smooth.

Dave
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ladasgr
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Posted: 22nd Oct 2017 15:09
If you want a decent rig you can always try the bo2 rig by the animatedflame, mr Brightside(one of my favourite animators you may be familiar with his work if you ever played insurgency and/or day of infamy) and a bucnf of other animators, like hyper who has worked on titanfall 2. As you can understand with this kind of men behind it the rigging and weighting is very good. There is also a biped version if you are work eith biped. Here is thel ink: https://www.youtube.com/watch?v=oNKdLxIyZpI
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Bugsy
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Posted: 23rd Oct 2017 19:57
I like biped for characters (even though it's buggy at best and requires to be put through fragmotion almost every time) but in my experience, exporting guns with it for FPSC/GG is way harder than it should be.

I have got a few "decent" rigs like the SoldierFront 2 hands with an awesome FK rig with cool controls, and the imbrokeru leather gloves, as well as CS source IK hands.

I like those rigs, but typically cannot bring such content into gameguru for it being too complex bone-wise or too high poly (really idk why but the cooler hands/nicer more complicated gun with more textures/moving parts i use, the smaller chance it has of irreversibly catastrophically ruining itself for no reason on .x export )

I'm kinda starting to like jfletcher hands but I'll probably just do one gun as a test to see if it's possible, then when the supposed "dx11" upgrade that promises to improve performance and graphics and whatnot I'll just dive straight to even cooler hands since that would hopefully not be a problem anymore and maybe i'll get lucky and guns have multi texture/fbx support, and the whole thing works like a buttered up dream.

chances are this is not the case and I have to weigh the options of having a way harder time animating guns due to stupid little "necessary" stuff i have to do with the hands/gun, or just using a not-that-detailed hand mesh in my games that are made in a "game maker" solely for the purpose of shits and giggles.

interesting fact: ladasgr joined on my birthday. also I love mr brightside and hypermetal
ladasgr
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Posted: 24th Oct 2017 13:30
Hahaha well luck is kinda wierd. I am honestly waiting for the dx11 updatate as well not only for the performance but the fact that we will be able to import fbx files as well. When I tried reanimating the weapons basicaly the export to GG didn't go that well and for no reason at all. And honestly, there is no time to deal with this kind of problems. I have my uni and I try to animate as well, putting another problem that I have to solve in front of me and for seemingly no reason at all since I was using GG's rig, models, textures etc. just not leaves enough time for evrything else. So I do hope that the update fixes some things. Also didn't mention, really cool animations. If there was one thing that I learned and I would like to pass on (I don't kow if you are using it, it just helps me a lot), is to use the waveform for the rotation, position etc. It excels at making your character more believable.
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Bugsy
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Posted: 26th Oct 2017 09:05
i prefer to just show ghosting and make necessary adjustments. maybe takes a bit longer but it's kinda theraputic
Bugsy
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Posted: 6th Jan 2018 21:04
NEW GUN ANIMS! FINALLY!

EAI SCAR L (MK16)


funny how i always seem to animate a SCAR around christmas time eh? this one's EAI's so I can't release it for free unfortunately but as much as I liked the model I was never that big a fan of the original anims and wanted to take a crack at them myself.
granada
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Posted: 6th Jan 2018 21:37
Nice job Bugsy as usual,animations look good.

Dave
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Bugsy
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Posted: 9th Jan 2018 19:24
thanks granada! here's a render with marmoset toolbag 3, and a different angle on the anims

Bugsy
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Posted: 2nd Apr 2018 19:05


Granada Vector animations
Bugsy
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Posted: 14th Apr 2018 10:25
due to the overwhelming lack of acknowledgement of the last animation, here's hoping you like this one better. I had to make those sleeves, but i honestly think that sleeves brings a whole new degree of awesome to EAI hands.

Payday 2 Mac 10 (kushberry request)
granada
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Posted: 14th Apr 2018 10:48
Very cool Bugsy ,Nice animations as usual

Dave
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Errant AI
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Posted: 14th Apr 2018 22:23
I like the sleeve on the the MAC-10 arms. Looks nice!

The draw twirl is out of control and reads like a transform glitch... Slow it down and lose a revolution if you have to.

Also add some weight to the bolt knob pull and remember that full-auto M-10s are open-bolt for air-cooling which means the bolt is to the rear when ready to fire and forward when empty. You'll also usually see a side-cocking extension on those using an aftermarket optics rail.

I'll be lurkin' on your vids next week as I redo some pistol anims. Happy to see you're still goin' HAM on this stuff.
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Bugsy
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Posted: 14th Apr 2018 23:42
thanks for the comment! I'm glad to see you're still at it, and I can't wait to see your animations!!!!!!

I may try slowing the twirl down, but I honestly kinda like it myself. I agree about the charge knob thing, i keep editing that and cant seem to get it to come out how i like. I hate it too because sometimes they just come out great the first time.

even though i've shot an auto mac 10 (or maybe a mini uzi or something i really dont remember) i guess i totally didn't notice the top thing. to be honest the sheer "SKRRAAAAAAT" of the ting startled me to the point that as soon as i had emptied the clip i handed it back, trembling.

I tend to notice, a lot of other animators get this wrong as well. To name a few: left 4 dead 2, far cry 2, call of duty black ops, tom clancys rainbow 6 vegas 2, and battlefield bad company 2 vietnam.

Errant AI
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Posted: 15th Apr 2018 00:05
Yeah. It's kind of a monkey-see, monkey-do affair. Honestly I haven't really noticed any doing it right and it's always been a pet peeve of mine. Uzis fire from a closed bolt (combined with a relatively slow ROF gave them a reputation for good accuracy) and civilian-market semi-auto M10/11s fire from a closed bolt for better accuracy and reduced danger of out-of-battery detonation.

Hopefully I can have some new video up soon.

P.S. in the new GG DX11 betas/preview, you can now set "fireloop = -1" in gunspec and it will play gunshots timed with "firerate = x" instead of the dumb time-based looping we've had since FPSC. Just make sure that you only apply it to full-auto weapons/modes as it glitches with semi-auto/repeaters. You will also need to tweak any gunlag/gunlagspeed settings as they are properly working now too (settings were being ignored). There are some other weapon animation improvements too with a few more to come as Lee gets breathing room from his other tasks. It's been a long time coming but the GG weapon system is finally shaping up.
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granada
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Posted: 15th Apr 2018 00:11
Quote: "It's been a long time coming but the GG weapon system is finally shaping up."


Sounds interesting

Dave
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Bugsy
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Posted: 15th Apr 2018 04:03
EAI wrote: "civilian-market semi-auto M10/11s fire from a closed bolt for better accuracy and reduced danger of out-of-battery detonation."


so would, supposedly, a modified-to-fire-automatic civilian version perhaps behave like in my animation?

Quote: " you can now set "fireloop = -1" in gunspec and it will play gunshots timed with "firerate = x" instead of the dumb time-based looping we've had since FPSC. "


that's sweet. I'm really just glad lee added keyframe speed. kw x exporter sucks so I have to use the free axepro one, and it only exports guns in 4800 fps or something ridiculous like that
Errant AI
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Posted: 15th Apr 2018 06:55
Quote: "so would, supposedly, a modified-to-fire-automatic civilian version perhaps behave like in my animation?"


Another reason that civilian ones were converted to closed bolt is because the open bolt ones were easy to convert to full auto. Went to HS with a kid who had one but it it would uncontrollably just eat the whole mag and not stop until it was empty (runaway gun). That said, You can make up any excuse you like and at least I didn't scold you on your magical mag release this time (M-10 has a sort of "heel release" on the bottom of the pistol grip).
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Bugsy
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Posted: 18th Apr 2018 17:23
Quote: "at least I didn't scold you on your magical mag release this time"


at least you called it "magical"
Bugsy
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Posted: 28th Jun 2018 04:32


BOOLYQ's daniel defense M4V5
IMBROKERU hands (FINALLY GOT SOME GOOD HANDS IN GG HAHAHAAAA)
Bugsy Animations

download it here (free)
granada
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Posted: 28th Jun 2018 11:47
Looks good Bugsy,nice animations you got going on there

Dave
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Belidos
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Posted: 28th Jun 2018 11:54
Looks very good mate, thanks for that.

Note: i may not always post appreciation in threads, but i always appreciate you and others here, it's just that you guys do so much goo stuff if i was to post appreciation every time i wouldn't ever be off the forum lol
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Wolf
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Posted: 29th Jun 2018 16:00

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