Nah dude, only the MAIN costumes of each character. The project plans to alter nearly EVERY slot available. Despite all that progress, I've still got a loooooooooooong way to go, haha!
As a matter of fact, I just finished up my OoT Link, using PM 3.0's as a base. Haven't tested it yet, so I doubt I'll see it released until tomorrow.
I can test him for you. I do that a lot on here anyway.
That's... really odd. I've never had a problem with the TransN bone not correctly doing stuff. Maybe I'll try moving the HipN bone, instead. Definitely not intentional.
I'd prefer if you posted every time.
Easier for me to make sure that I sent out the file to the people who want to test it and not miss anyone.
Did you finish your work on Roy? Cause I already said I'd test him earlier. Just wondering.
Wow, that just looks fantastic Vert. I'd honestly like to criticize, but I can't see any flaws. This is just one of those projects that has aged very well, it's easy to see the care and detail that's been poured into it. Awesome work, all of you guys!
^ Same. You guys all do such a fantastic job on all these models. They're so professionally made, it's astounding! I can't wait to use him in game.
The biggest change I saw was TransN moving 6 units forward as opposed to my 2
I'll probably end up completely redoing the animation later on (probably after he's released).
I also completely re animated his arms, hands, and fingers so he's always holding the axe, and so the swing itself was centered more so it can hit farther. Also animated his legs towards the end to make him look like he's stepping back into his Wait1 position. And yes I moved him forward just a bit more for reach and connectivity purposes. He looks pretty good in game though. It took me a little over an hour to do. But it's up to you if you use it or not. Just trying to help.
Oh, well the way Ike's FS works is that he hits the enemy in the sky. So you'd have to figure out a way around that part of it to get the bury flag to actually work. If I knew I'd tell you.
Edit: I'm trying to clean up your Forward Smash 2 Animation right now. So far so good. I'll show it to you when I'm done with it.
If you could throw another vid my way, that'd be great.
No, they just got sent into the air like normal. Where is the Bury Flag I don't see it on the Final End at all?
That video will be a while. But I'll get on it.
One little tip. When you set the frame speed modifier in his counter stance to 0.25x. You should've changed it back to normal speed after the Bit Variable Clear: RA-Bit[17]= false was reached. It makes the move last quite a lot longer than it should. I'd say put it to normal speed at frame 19-20.
It worked just fine. Like I said I think it was PM's physics that were messing it up. But from what I saw today, it worked flawlessly. I'd say add a bit of extra damage to the last strike. But that's up to you.