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OK, Last one of these for a while. Even though they are fun to make.
This one is for the Mp5, I changed it so it actually fires 30 rounds now, At 600RPM that goes pretty quick.
This one is for the Mp5, I changed it so it actually fires 30 rounds now, At 600RPM that goes pretty quick.
Category Flash / All
Species Unspecified / Any
Size 322 x 242px
File Size 1.27 MB
Brilliant animation also the reloading is correct and the detail is realistic to, probaly taken from a game but its still awsome anyway.
I was taught how to reload this by a soldier from the army at an advertisement (obviously there was no ammo but they teach you how to reload whcih is fascinating)
I was taught how to reload this by a soldier from the army at an advertisement (obviously there was no ammo but they teach you how to reload whcih is fascinating)
I like the animation but i feel i need to point out a few areas of critique.
just to set the record straight I have fired an MP5 (knob creek machine gun shoot 2006 w00t, google it the show is awsome) and i made sure to make a note of a few things of its operation.
first, the upwards rotation of the cocking handel is un nessicary but it could be used based on user preference. leading off this to the second point.
when reloading an mp5 its more efective to open the bolt first and change the mag because the sequence creates a shorter cycle time.
as far as animation its very good however i have to say that you need to animate in a lot of tension in the cocking leaver spring its at least 10 lbs on the pull
I cant really say much about the recoil except that it looks random and not really derived from the firing of the rounds this isnt really a bad thing but it dosent seem to portray recoil realisticly. I unfortunetly didnt get any video of me firing the beast but recoil caries a very mechanical motion with the excetption to the side to side motion of the gun as the muzzle climbs. I myself need to work on animating recoil since i fired the MP5 because i realized how bad I've done it myself (not that you didnt do a good job)
all that aside, its very fluid and well done. i saw one jump in the entier animation with the exception of the loop point at the end but I'm sure thats from patching animations together.
its very good work!
just to set the record straight I have fired an MP5 (knob creek machine gun shoot 2006 w00t, google it the show is awsome) and i made sure to make a note of a few things of its operation.
first, the upwards rotation of the cocking handel is un nessicary but it could be used based on user preference. leading off this to the second point.
when reloading an mp5 its more efective to open the bolt first and change the mag because the sequence creates a shorter cycle time.
as far as animation its very good however i have to say that you need to animate in a lot of tension in the cocking leaver spring its at least 10 lbs on the pull
I cant really say much about the recoil except that it looks random and not really derived from the firing of the rounds this isnt really a bad thing but it dosent seem to portray recoil realisticly. I unfortunetly didnt get any video of me firing the beast but recoil caries a very mechanical motion with the excetption to the side to side motion of the gun as the muzzle climbs. I myself need to work on animating recoil since i fired the MP5 because i realized how bad I've done it myself (not that you didnt do a good job)
all that aside, its very fluid and well done. i saw one jump in the entier animation with the exception of the loop point at the end but I'm sure thats from patching animations together.
its very good work!
Older models of the Mp5 directly evolved from the MP54 prototype still retained the carrier lock found on the CETME rifle, Twisting the charging handle upwards disengaged the locking cams and allowed the bolt to close. Look carefully and you'll notice that this particular Mp5 is an Early Mp5a3 with the checkered foregrip. While I'd like to pretend that little technicality is why I animated it that way, I really just did it because it looked cool, and I needed to fill a few frames. Though I do agree it could look a bit harder to pull when its charged. C'est la vie.
As for recoil, I chose to make it jump randomly because the stock is still retracted in the animations, which means youd have almost no control over it. it would just jump whereever it wanted. Muzzle climb will be handled by the engine, so you will actually start firing up into th air. We're also incorporating a screen blur effect after you fire off about 10 rounds on Auto to kinda simulate disorientation, since the characters in the game are just ordinary people.
That little jumpwith the hand you noticed there is actually a rather large problem I was having with my parent constraints where, despite my best efforts, I couldnt get the hand to not flip the wrong way when I switched off the constraint. I eventually settled for just setting every key manually for that portion, But its not exact. When I have more time Ill probably go back and fix that, But for now, hopefully the players will be more concerned with the horde of zomies theyre firing at then the 1 frame jump when he lets go of the clip.
As far as reloading methods in real life go though, Personally, I always reloaded with my right hand using the secondary magazine release button rather then the catch lever. and then would switch off to my left hand to charge the weapon. It takes a second longer, But you dont lose your aim that way.
As for recoil, I chose to make it jump randomly because the stock is still retracted in the animations, which means youd have almost no control over it. it would just jump whereever it wanted. Muzzle climb will be handled by the engine, so you will actually start firing up into th air. We're also incorporating a screen blur effect after you fire off about 10 rounds on Auto to kinda simulate disorientation, since the characters in the game are just ordinary people.
That little jumpwith the hand you noticed there is actually a rather large problem I was having with my parent constraints where, despite my best efforts, I couldnt get the hand to not flip the wrong way when I switched off the constraint. I eventually settled for just setting every key manually for that portion, But its not exact. When I have more time Ill probably go back and fix that, But for now, hopefully the players will be more concerned with the horde of zomies theyre firing at then the 1 frame jump when he lets go of the clip.
As far as reloading methods in real life go though, Personally, I always reloaded with my right hand using the secondary magazine release button rather then the catch lever. and then would switch off to my left hand to charge the weapon. It takes a second longer, But you dont lose your aim that way.
Also the charging handle is on the right side of most assault rifles, your the first I've read or heard about that actualy considers weapon weight, some SMG's and most assault rifles would tire your right arm and wrist if you kept reloading with your left and trying to keep the gun at your shoulder. Am I correct?
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