I'm updating this thread again, so come by once in a while I decided to add a list of the projects I'll be making, including request I said I'd make. Order may vary but I'll list the ones I remember. I may put some other hack unannounced but I think I need a list cause of the growing amount of projects I have atm -Nero / Link - Gunner Yuna /Zelda - Ryu (Shaman King)/ C. Falcon - Alex Mercer / Wolf -Chocolobe /wolf - Rathalos GS Hunter/ Ike -Vitinho's TL request -Hao /C.falcon? -Jake the dog (Custom model) / ness or lucas?
Hope you like them. Clic over the image for the download.
I think he meant it like, people who help others. Like someone stuck on something and posting a help thread. Still both Mew2000 and waffle help a lot. I also had the idea for another award. How about an award for someone with a at least one hack over every character. It could count PSA, vertex, imports and textures. Not sure about the name, but I like the idea
I have a question regarding this "Ninja : Awarded to everyone who spent at least 40 days total online here and yet posted less than 1000 posts, including in Off-Topic." does this mean that your total amount of time online should be more than 40 days? if so, how do I check my online time? I don't think I have more than 40 days online, just curious.
But since he has his own PSA and model. Can't you just change his bonerefs so they adjust to the IDs already existing in luffys model? or does it cause glitches?
I can't follow this tutorial. Just as Xiggah said, normals are not receted when I export them, and I use the one coming wiht Ma 2010. I can export import back and forth into brawlbox a hundred times and normals remain the same :/
That was a bit unrelated. I believe there exist a vertex of subzero over c. falcon. and to make a fake proyectile there are tutorials i believe. It is really easy, just animate the throwN bone where you want the projectile to go, then in PSA add an effect and a hitbox to it.
Now back to topic: Do not know if it is fixed already but, there was an issue with brawlbox keyframes. Sometimes you input a value of say 10 in rotation, then after 5 frames, you put 10 again. Then the animation should remain rotated with a value of 10 for those 6 frames. However, brawlbox sometimes animates it with random numbers going down or up and back to the real value. like this for example: 10>9.54>9.49>9.5>9.67>10. Why does this happen? has it been fixed?
It happens to me a lot, and I cannot understand why. I fix it by adding the same keyframe (rotation 0 for example) after the first one I want to remain still and before the last one. Something like: Keyframe 1 (rotation) xy&z = 0 Keyframe 2 (rotation) xy&z = 0 Keyframe 9 (rotation) xy&z = 0 Keyframe 10 (rotation) xy&z = 0
Sometimes It works adding just one of those keyframes, sometimes adding both, sometimes it just screws up