If you bake animations, a key per frame, it shouldn't be an issue. 360 is the same as 0 as long as you don't interpolate between the two values. So technically it snaps from 360 to 0 but no one ever sees it move because it happens for two frames. If you really needed to micro manage it in Maya, you would just set two keys,…
The lines are absolutely hand drawn. It's possible that, per shot, they made a library of shapes that are hand painted (think Rayman Legends), and they morphed these shapes per frame to the match the motion and laid them under the lines. The frames are far too smooth for each frame to be hand painted and rendered. There's…
Yeah these would be nasty against unarmored targets. The overall forms of the current blades aren't bad but you may wish to search for "pressure flaked obsidian" to get good accurate reference. The edges of a pressure flaked blade can be just a few molecules thick, finer than surgical scalpels, so yeah they can cut peeps…
Posing seems pretty good! Maybe exaggerate the arcs a little more and have the arm further back before he hits the shield to give more impact. So on frame 21 his arm is further back so it travels further for a bigger impact The blocking stage is usually for setting your key poses and working out timing before adding…
good shot man .. like it. -but i the main character look like he stop very fast from turning after frame " 43-50 " it's need to slow in -also neck take weird potion most time -frame " 94 " the right Claw taking a weird pose in camera -frame " 99 - 104 " the lift Claw need to follow through -- it's look very stiff ---- the…
Actually they are 100% hand painted. It took me a while to figure out the best workflow and I tried a bunch of stuff before I got there. Now I just paint them frame by frame in photoshop and use the PS timeline to preview. I use layer styles for the shading, so that all I have to paint is a silhouette. Plus they are like 8…
Cheapy is right, the Blender MD2 exporter is basically a flaky mess. Your best bet is export it from there into md3 or lightwave object(if I recall) and import it into Milkshape. Milkshape will *only* import the first frame. So you then need to export it into md2 format and open it in either QME or Q2Modeler. Now in…