Mortal Kombat HD Remix with MUGEN

Bleed's sketch from earlier in the thread:

Scorpion_sketch_pull.jpg


I love this, would be great to see other characters done this way.


I always wanted to see a animated version of Mortal Kombat. If there was one.......this picture right here is how I would pretty much imagine it.

Awesome picture!
 
There was one.. Mortal Kombat: Defenders of the Realm. It looked nothing like that.. it resembled Batman The Animated Series more. Additionally it took most of its design cues from MK3.
 
There was one.. Mortal Kombat: Defenders of the Realm. It looked nothing like that.. it resembled Batman The Animated Series more. Additionally it took most of its design cues from MK3.

Don't forget there was another cartoon as well. The Journey Begins. Scorpion actually looked more like the MK1 version and it also from what I remember had some bizzare 3d fight scenes in it.
 
Don't forget there was another cartoon as well. The Journey Begins. Scorpion actually looked more like the MK1 version and it also from what I remember had some bizzare 3d fight scenes in it.
You know... I kind of forgot about that one even though I had it on VHS tape at the time. Yeah the CGI fight scenes looked odd (especially Shang Tsung) although to be honest the 3D Goro in MK4 didn't look much better especially in the home versions.
 
MortalLevent, your inbox is full I can't send a reply to your question.



MortalLevent said:
hi bleed how are you i like ur all mugen work ,pls say me mk1 hd remix will be mugen 1.1 or mugen 1.0
if u use mugen 1.1 how to do animated portraits.
animated portraits select screen not work very well in mugen
Mugen 1.1 http://www.youtube.com/watch?v=nOCQTvS2GNM
you look when i change chars have a bug in the screen
maybe u know how to fix
Mugen 1.0 http://www.youtube.com/watch?v=2soVxJ3MVjY
everythink work very well


It's for Mugen 1.1, and I'm not coding the UI, so I'm not sure how to fix the problem. What I know is that to get that effect to work, you make a very large selection icon that looks like a sprite sheet, with all the fighters idle stances animated on it.

The background of the select screen is a decoy, just art while the real select screen is made invisible and the portraits spread out the size of the screen, so when you move the cursor, only one character is visible at a time.

That bug I see in the video looks like a loading problem, the image is showing up too late. The file size maybe too large, or maybe you can have a blank frame at the start of the animation, and loop from the second frame to the end instead.

A blank frame will give you a slight buffer, so you don't see the image popping in to place like that.

This is just an idea, I haven't tried it but I think it might work.

good luck!
 
MortalLevent, your inbox is full I can't send a reply to your question.






It's for Mugen 1.1, and I'm not coding the UI, so I'm not sure how to fix the problem. What I know is that to get that effect to work, you make a very large selection icon that looks like a sprite sheet, with all the fighters idle stances animated on it.

The background of the select screen is a decoy, just art while the real select screen is made invisible and the portraits spread out the size of the screen, so when you move the cursor, only one character is visible at a time.

That bug I see in the video looks like a loading problem, the image is showing up too late. The file size maybe too large, or maybe you can have a blank frame at the start of the animation, and loop from the second frame to the end instead.

A blank frame will give you a slight buffer, so you don't see the image popping in to place like that.

This is just an idea, I haven't tried it but I think it might work.

good luck!


THX Bleed, I was try everythink but imposible fix the select screen cursor movement bug.I hope someone know.
 
It's just a longer animation, not a big deal.

What is a problem is rigging a tail, I can make a full rig with IK,FK blending, automatic twist bones, muscles, and a UI for it. Making a tail animate naturally and automatically is problematic. I'm looking over Max script now, to see if I can figure it out.

I can do it with forward kinematics, like they did with the actual puppet, but it's pretty time consuming.

The tail bones need a sine wave and time offset, to make a nice whipping motion basically. Mix something automated like that with FK controls.
 
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Awesome, Bleed.

About the bio animations:
Maybe you could add some motion blur, just like the originals had some.
That'll make it more dynamic ;)
 
I actually have a plugin in after effect called ReelEffects Motion Blur. Once Bleed creates an animation I can run it through that and it'll add some beautiful motion blur. The effect is very convincing and much quicker to render than in a 3D program.
 
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