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> MODUL Anims Pack v2, for you amigos...
MODUL
post Aug 11 2008, 13:14
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Time has come to give ArmA community more freedom for creation of screenshots, screen-art's and, maybe, for missions and campaigns.

I present you MODUL Anims Pack v2, this pack contains 45 static animations (has hard exhaled sleep.gif ).
Enjoy friends, i wait from you for excellent screenshots thumbsup.gif

DOWNLOAD MODUL Anims Pack v2 [1.7 mb]
ArmedAssault.info Mirror :
DOWNLOAD MODUL Anims Pack v2 [1.7 mb]


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Rellikki
post Aug 11 2008, 13:37
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Looks nice! What about those units in the first screenshot? Will they be ever released?
 
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MODUL
post Aug 11 2008, 14:01
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QUOTE(Rellikki @ Aug 11 2008, 18:37) *
Looks nice! What about those units in the first screenshot? Will they be ever released?
I not sure, because at this model "sight" is displaced at weapon of class a pistol, it can be corrected only in the model, if I have correctly understood, but model in ODOL and i cannot edit it.
Here about what i speak (visually):

QUOTE
Point eye not on a pistol axis. use flatten points
- it in O2 it is necessary to do.


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Rellikki
post Aug 11 2008, 14:55
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Well, you could try re-texturing the RACS captive model from the BIS MLOD package, though then you won't have the same magazine pouches like on your current unit, but I don't think it shouldn't be a problem. That way you can also use any of the equipment in the BIS MLOD package you want and the model will also have random face textures and not just one face.
 
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bdfy
post Aug 11 2008, 16:05
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QUOTE
I not sure, because at this model "sight" is displaced at weapon of class a pistol, it can be corrected only in the model, if I have correctly understood, but model in ODOL and i cannot edit it.
Here about what i speak (visually):

i guess you was misunderstood. if it's standart model that behaves badly with your infantry model then i guess you have to move/rotate pistol proxy a bit. in infantry model
 
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MODUL
post Aug 11 2008, 16:26
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QUOTE(bdfy @ Aug 11 2008, 21:05) *
i guess you was misunderstood. if it's standart model that behaves badly with your infantry model then i guess you have to move/rotate pistol proxy a bit. in infantry model
I have placed the answer to other site in a corresponding theme wink.gif.
Here little bit another is discussed smile.gif


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Avalla'ch
post Aug 11 2008, 18:13
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I already thanked you at BIS forums tongue.gif
just curious, what was version v1? and does it inculde those "Splinter cell" anims ? :-O

This post has been edited by Avalla'ch: Aug 11 2008, 18:14


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Deadeye
post Aug 11 2008, 18:22
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ArmedAssault.info Mirror :

http://www.armedassault.info/download.php?...dons&id=551

Great job mate smile.gif


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MODUL
post Aug 11 2008, 18:29
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QUOTE(Avalla @ Aug 11 2008, 23:13) *
I already thanked you at BIS forums tongue.gif
just curious, what was version v1? and does it inculde those "Splinter cell" anims ? :-O
First version contained something about ~25 animations, and there were many errors, and were not ready setup.exe ph34r.gif .
And, as you have told "Splinter Cell" animations, i made exclusively only for myself and for my screenshots happy.gif
QUOTE(Deadeye @ Aug 11 2008, 23:22) *
It is very good, thanks.


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Avalla'ch
post Aug 11 2008, 18:37
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He's called 'Fingers' Vagin. Cute name.
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well then I guess I should make some animation myself wink.gif
Is making anims hard ? I tried it at early OFP anim but it was....rather confusing O_o


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Minsc will lead with blade and boot! Boo will take care of the details. - BG2
Formerly known as Salvatore_Leeİ (In nomine Memory! and Rot In Pieces!)
 
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Jackal326
post Aug 12 2008, 23:56
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Any chance of a non-EXE version? I'm not exactly fond of running .EXEs I've downloaded, even if they are from trusted sources. That and I find it hard to believe people in this day and age don't know how to install addons (I know they're out there, but Darwin should take care of them eventually). wink.gif

This post has been edited by Jackal326: Aug 12 2008, 23:57


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Blackbuck
post Aug 13 2008, 00:18
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Christ almighty, I'm honoured and scared you're here >_>. I can send you the installed folder on MSN (I used the .exe you see)


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MODUL
post Aug 15 2008, 09:00
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Experiment with dynamic animations - http://www.vimeo.com/1531314


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Avalla'ch
post Aug 15 2008, 10:08
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Ow what the hell sweatingbullets.gif
I have a question (take a look here )
would be possible to do same thing ? example:
Soldier is using your walk anim, he walks to the nearest building. but when he's alarmed he is switched back to his combat state.


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Minsc will lead with blade and boot! Boo will take care of the details. - BG2
Formerly known as Salvatore_Leeİ (In nomine Memory! and Rot In Pieces!)
 
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MODUL
post Aug 16 2008, 21:50
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QUOTE(Avalla @ Aug 15 2008, 15:08) *
would be possible to do same thing ? example:
Soldier is using your walk anim, he walks to the nearest building. but when he's alarmed he is switched back to his combat state.
I think it possible, but it is meanwhile unnecessary me.

And experiment with dynamic animations №2: http://www.vimeo.com/1540610


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Rellikki
post Aug 17 2008, 15:48
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QUOTE(MODUL @ Aug 15 2008, 11:00) *
Experiment with dynamic animations - http://www.vimeo.com/1531314

It's a good experiment, though they could use some polishing. There's a little "robotic look" on them. I wish you luck!
 
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Toadball
post Aug 19 2008, 21:40
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Nice experiment as Rellikki said, but the movement seems robotic

(Clip 1) in the gentle walk elbow movement and arm swing could be improved by making them looser and more in sync with the movement of the units upper body.
More noticable movement on the hips showing the change in where the weight of the body is. (should be delayed to the step [the movement of the leg is pulling the hip forward]

(Clip 2) Really quite cool, more emphasis on the shifting of weight from one foot to another especially as the character is running, the shift and consequential bend in the leg at the knee look a tad to much as if the guy only weighs 10 kilos, most healthy adults weight between 70 and 100, those involved in the military one would be inclined to think weight a tad more.

Studying how people move and how they shift their weight should give an idea of what to try and put into the anim. Best way to do this is whilst going on a long walk focus on how your own body moves with each step and where your bodyweight is centred.

E.G Right foot forward, weight should shift at the speed you move your right leg forward onto your right foot. etc.

Anyways, enough of my biology ramblings, nice work on both the pack and the experiments. Looking forward to seeing more smile.gif


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MODUL
post Nov 17 2008, 05:33
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For a long time I here did not appear ph34r.gif
And experiment with dynamic animations 3: http://youtube.com/watch?v=dwBCVApZ1OI
or download video file.


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Gnat
post Nov 17 2008, 12:19
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Nice !!
Impressive work with limited tools!


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Uladh
post Feb 25 2009, 16:36
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anyone know how i can get these animations without an exe file? i tried downlaoding the exe but it doesnt work, no @modul folder iscreated in my arma directory.

also can anyone point me in the direction of other animations i can download, i tried to downlaod the TCP file but it says its only 1kb so i guess the downlaod is corrupted or something.
 
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