guess halving the texture could fix that problem , most beyond imports are always near the freeze limit guess he doesnt like to cut quality on his imports xD
Indeed. I halved the resolution of the Hair and main body textures and it reduced it to 513KB. Drop in quality is noticeable if you close up to Diddy, but it's not too bad from a distance and overall still looks decent. Still, it's a sad compromise to make nonetheless.
Something I noticed with Sparkster, but his file size is huge. To the point where I believe anything larger than the vBrawl moveset causes a freeze after selecting a stage. Default Diddy costumes are about 450KB for the .pcs for Sparkster is around 950KB.
But yeah Sparkster looks real nice. Glad to see a really good Diddy import. Ya don't get many of those. Shame the mouth couldn't be rigged due to how out of position it is comparative to where Sparkster's is. Small I guess, although I admit it's a little freaking constantly seeing him with his wide eyes and smile. Though props for the moving and blinking eyes. Definitely a nice addition.
Rig overall is nice and clean. You worked around the fact that Sparkster only has 4 fingers rather than the 5 Diddy has rather nicely. Although the armour stretches a little when moving the ShoulderN bones, it's kinda inconsequential though. One thing I would recommend would be to rig the sword to the RHaveN bone so that it can be moved individually for the sake of when halo gets down to the PSA. It will allow for a little more flexibility.
The texture looks almost a little dirty. It's odd considering it's an HD texture (1024x1024) but there are parts that look a bit low res (such as the details on the gloves). However, this is made up by the shader and shine. They look really nice. The shine on the armour is subtle but really well done. You work some real magic on that kind of stuff.
Also side note, but I'm amazed at how quickly you got this out. Taskmaster only came out about 2 weeks ago. Mad props brotha.
After the release of this I'm planning a revamp with a number of revised moves and animations. A lot of the inspiration will be from the MUGEN Vegeta Z2 moveset since it's very well made and a tasteful take on Vegeta. The other main reason I want to do this is to offer so interesting approach and combo options for him. The canon beam and energy attacks are cool bells and whistles but they are often fairly one dimensional in how they're used and often feel like they slow down gameplay a bit.
Also, will Vegeta have auras? Like when he's in SSJ mode and when he fires his attacks? There's a reason why I included those graphics in the first place. They help enhance the presentation of the attacks. Take Fox/Falco/Wolf's N-B blaster and remove the energy burst and the move looks boring for example.
Well that explains why the Shield animations always have 360 frames and everyone turns in them despite the person being still in-game. So you have to animate every frame in the animation? Or am I missunderstanding that part?
Guard animations aren't that hard at all in reality. Just let interpolation do most of the work. You could get away with just doing 4-8 keyframes of the 360.
after i have made vegeta i will maybe a tut since ppl possible needs this too
also used that Set animetion Frame on Gotenks´s ghost attack XD so i did not had to make 4x animetions to summon 1,2,3,4 ghosts
so if only loaded up to 2 ghosts you and after summoned them you will Skip to the part of the animetion after summoned all the 4 ghosts XD
anyway the animetion for make stuff to rota like vegeta´s finalflash or for a true glide is needing to be something like this:
sadly you can´t rota the char. at same time he is animted on the rest of him or you can but then you needing alot of frames in 1 animetion so it can end up with a over 9000 framed animetion and i dont think there is filesize for that in a Fitmotionetc.pac
Speaking of proper glides, notice how they have a separate animation for the wings to allow them to flicker as though they're moving through wind. It would be interesting to see how the two animations work together.
I'd go for Diddy or Ness. Remember guys that Sparkster is pretty short. Even though this is a custom design the main inspiration seems to be from the original game even though there are definitely elements of both versions of Sparkster (so Diddy versions shortness may not be as bad as one may think):
Toon Link's proportions kinda deteriorate the quality of the model imo. That torso looks rather ridiculous. What does he look like with the proportions of the other three characters?
Man Poo and Masked Man rigs are looking great so far. Props to both Nano and Spex. I'm almost a little sad the Poo is on Lucas instead of Ness and that Masked Man is on Ness instead of Lucas. Regardless, I'm definitely getting both when they're done though.