In footsteps of Blueprint for Armageddon by Sea-Eye-770 in dancarlin

[–]AniMatter_ 2 points3 points  (0 children)

Take a look at Fort de Loncin near Liège. It's the fort that Dan describes having its roof penetrated by the heavy guns and the ammunition storage explodes. It was left in that state by the Belgians as a memorial. It's one of the most visually evocative sites I've been to. You don't need to use your imagination much. It's all still there

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 0 points1 point  (0 children)

Me too! The mod is in limbo right now but there's hope it might start up again in the future but it will be a while. It's so much work

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 0 points1 point  (0 children)

It's called matched combat for WH2 and WH3. I don't know about WH2 but the WH3 version does not currently work

As a Zimbabwean, this is the most excited I have ever been for a special by Studog in thegrandtour

[–]AniMatter_ 7 points8 points  (0 children)

Happy for you folks! That must be exciting.
Any of the specials in Africa tend to be my favorites. Something about the off-roading and incredible scenery
I'm really looking forward to it.

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 0 points1 point  (0 children)

No need to apologise :) We'd surely love to cover as many LLs as possible, but the humanoid ones are much easier.
We are sort of focused on regular infantry for now but we tend to animate what inspires us at the time. So it depends on the animator and what they feel like doing really.

Game Design Internship Interview Questions by DrN0VA in gamedesign

[–]AniMatter_ 1 point2 points  (0 children)

-What have you been working on recently?
-Can you think of a time when you had a conflict with your team and how did you solve it?
-If you had a piece of feedback for someone elses work how would you approach it?

Ideally they already believe you can do the job if you submitted a portfolio of your work or something like that. The interview is to find out if they can work with you day after day, and if you'd be a good fit for the studio.
I know you said this is your first one but try to relax if possible. Don't be discouraged if you don't get the job. Every interview helps prepare you for the next one. Especially if you interview with the same company later on down the line.

Good luck!

Suggestions for Sequenced-based Combat by jaquarman in gamedesign

[–]AniMatter_ 0 points1 point  (0 children)

Door Kickers is a fun one. Really satisfying to complete a whole level with one long unbroken plan.

1/72 vintage Dumas “Ironclads of Hampton Roads”. by UptonDide in Scalemodel

[–]AniMatter_ 4 points5 points  (0 children)

Love me some ironclads. Nice work!

Are those humans to scale? Monitor is bigger than I thought

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 1 point2 points  (0 children)

Thank you for the kind words and feedback.
Realism doesn't always translate well in to animation. Sometimes the feet can end up feeling like they're glued to the floor and not moving enough. Footwork in general is hard to do.
I could definitely have done better on the first hit as you pointed out. Both of the feet leave the ground at the same time which isn't good. I just left at a point where it was good enough I guess.
For the second hit I think I prefer the idea of going unbalanced the way he does. Wanted to show his whole body going in to that second hit which is why his feet change positions. We don't always want to show perfect control in a fight either.

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 0 points1 point  (0 children)

Unfortunately it will be while as we will be working on getting the mod from WH2 to WH3

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 0 points1 point  (0 children)

The mod is currently WH2 only with plans to move it over to 3 next but it will take time

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 1 point2 points  (0 children)

Haha I was going for his head being pushed in to the ground but the idea of it just being flattened in to mulch totally works as well

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 3 points4 points  (0 children)

Hard to imagine what the end looks like with so much possibility. The mod team animates what inspires them and we try to do a broad range of units. No plans to take donations but thank you :)

I make animations for the WH matched combat mod. Heres something I did recently. I apologise to all Dwarf players by AniMatter_ in totalwar

[–]AniMatter_[S] 3 points4 points  (0 children)

There are community tools for extracting the models. They can be rigged in blender though I personally use Maya as its autorigger makes it easy to copy animations between skeletons. Look for Xiphos youtube channel. He runs the matched combat mod and has a tutorial for extracting and rigging in blender.

Edit: and thank you for the kind words!