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Drivable Mech

Discussion in 'Works In Progress - Archive' started by hellcaller, Sep 14, 2016.

  1. hellcaller

    hellcaller

    Joined:
    May 19, 2010
    Posts:
    381
    Working on this guy to add to Alien sky pack

     
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  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    It's a really cool idea the drivable part, but the mech animations look very lite and smooth. It would be really cool to see more weight added to each step, by delaying the knee bent pose for 3-10 more frames then slamming the leg down in front of the mech - the chassis's weight lowering down when the forward leg catches the weight. Almost as if the mech is stomping, but not too much. To accentuate this heavy stepping motion the upper body would also have some momentum which make it lurch (in control) left/right and forward/back.
    I also think some subtle/small mechanical twitch-e-ness wouldn't look bad, might even look cool at random times on specific pieces, like the upper leg and shoulders. Not zombie brainless twitch-e-ness, more like mechanical motorized/hydraulic twitches which happen when high pressure and torque are applied to a joint or a high pressure hose/compartment/valve.

    I created some pretty nice mech cycles for a client about a year ago. I'm not allowed to show it publicly due to privacy agreement, however I can show it in private. PM me if you'd like to check it out. It might provide a nice visual of what I attempted to explain above.
    Or - I'm sure Titalfall and other mech games have some good reference examples. :)
     
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