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211  Help & Tutorials / Help / Re: What it looks like in brawlbox is not what is seen in game. Why? on: July 16, 2014, 10:42:02 AM
You changed the rotation values of the Model, but not in the actual Animations itself? Doing something like that with just the model won't do anything unless you make the changes in the animations found in the FitMotionEtc.pac file. This is also coupled with the fact that the hair has physics of their own so they can be affected by things like the wind. I think there's an event in PSA that nullifies these physics, but I'm not entirely sure.

Your most likely to work solution would be to edit the vertices of the actual model since BrawlBox now has the ability to do so... Although programs like Maya and 3DS Max would make this easier... Plus, this may not work if the character you're editing uses SHP0 Animations which I highly doubt... (Unless it's Link or Ganon)
212  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: July 15, 2014, 02:43:14 PM
Odd... I got 404 Errors on the 1st 2 images... Oh well, I'll take your word on it.
213  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: July 15, 2014, 02:13:03 PM
then how do you post a topic,I really can't find it anywhere


This isn't the topic to bring it up.



Fixed except for the 3rd one for that one actually had Broken Images... lol...

You should flag reports next time. It does the same thing, but it's faster than posting about it here... lol. We get notified when you guys do.
214  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: July 15, 2014, 12:57:30 PM
Fixed. Thank you kindly!
215  Welcome / Rules / Feedback / Brawl Vault / Re: Awards - Full List, Claims, Updates on: July 15, 2014, 10:59:50 AM
Kinda bummed that I saw it, but I missed my chance... lol...
216  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 12, 2014, 11:18:05 PM
For the side tilt, add some recoil coming from the gun.  It'll make the animation more interesting..and make a bit more sense since she's shooting it.   Actually think about adding shot recoil to all of the animations that shoot.  It seems like that's the main thing missing from them.

I'll probably do that once I figure out which frames the hitboxes come out. I'd rather have a working moveset finished 1st before fine tuning animations. Filesize is a thing I should take note of after all... Then again, both of her guns fire at different rates, so that may be a thing to consider...
217  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 12, 2014, 10:46:39 PM
Quote
-The animation is very linear.  There's no easing.  Things stop and go abruptly.
Quote
Explanation on this would be awesome.

What he's saying is like... Say for example, you have a ball with a tail. The ball stops but because of Physics, The Tail is lighter, and wants to keep going. The animation term for this is called Overshooting. Before an action goes to it's rest position, it would overshoot, and go a bit farther before transitioning back to it's next position.
218  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 12, 2014, 07:52:38 PM
Run Animation

- I did have some torso and hip rotation in there. You suggesting I add more?

- That does kinda make sense... lol...

Backflip

- There is actually 5 Frames of Startup before doing the actual flip. Yes it's for a dodge, so I can't do much about it there.

- Her back was arched back during the flip. Though it did not bend forward at any point. I'll probably change it at some point.

- After thinking about it, I think you're right on that point. I do lose some of that leg movement I initially wanted though... lol...

Side Tilt

- My only excuse to this was that I honestly don't know where else the arm should go... lol... Maybe the other side of the leg would be a better option... lol... Upon me frame by framing it, I found that the arm clipped through the leg as well... lol...

- That was just pure laziness on my part... lol.

- Momentum and velocity are things I should take more into consideration... lol...
219  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 12, 2014, 03:04:52 PM
I forgot this thread existsed, so I should probably post some GIFs here as well... lol...

Getting back into the hacking scene by making another Update to Gunslinger Samus. Decided to revamp her animations, as well as make new attacks for her.

220  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: July 12, 2014, 02:59:11 PM
All I can think of is toe movement... lol...
221  Help & Tutorials / Help / Re: I have a question on: July 12, 2014, 12:02:48 PM
No... lol. Pretty sure you can communicate with them through other means if the Forums aren't enough, why must you work on a mod in their own house when things like Skype and Dropbox exist? lol...
222  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: July 11, 2014, 08:54:51 PM
Been acting rather hastily... lol...

He submitted it as a Pack, though it's lacking the requirements needed to be considered a Pack...

I'll report this.
223  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Powerofthe17's Psa thread on: July 10, 2014, 10:44:13 PM
The sliding of the legs are something you should work on... lol...
224  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update on: July 10, 2014, 08:40:14 PM
I can only assume it's a BrawlBox thing, cause the only thing I'm doing with BrawlBox is setting up her 2nd Gun, make her grabs work properly, and decrease the filesize by removing any events I'm not using.
225  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Gunslinger Samus Update on: July 10, 2014, 11:22:42 AM
The bigger issue there is that this means the run animation is uneven. And not just that it's uneven, but that it's uneven in a really weird way.

On the subject of the running animation, I went frame by frame with it, and I didn't see any stretching of the feet. So I'm hoping that the preview is giving us a false interpretation...

DThrow > short hop > DAir > DSmash > NB is a really good combo, as you mentioned. It also works with FSmash instead of DSmash > NB, and in fact does more damage that way. But FSmash is a really good kill move when using pistols, so I tend to want to keep it fresh.

I plan to make it so the Down Throw can't lead to long combos too much. But I still want the Down Throw to do what it does. But I want to eliminate the Long Combo Potential.

Aerial SideB's extension would really appreciate the ability to reverse it after the confirmation hit. It's an idea that was brought up earlier in the thread, and one I think would help that move considerably. Especially since it's easiest to land when pursuing a foe who's already been hit or who is running away, but will frequently send you to a Self-Destruct if you actually do so. Being able to reverse it, so she can flip back to the stage instead of out and away from it, would help that problem immensely.

That isn't a Bad Suggestion. Gives me a reason to use another SubAction.

Down Aerial with machine guns really doesn't need the hitbox extending all the way to the tips of her feet, if you ask me. In fact, her body shouldn't have hitboxes on it at all during that move. Just on the guns and over their range to the distance it currently reaches.

I was unaware that the hitbox of the Down Air Extends to her feet. I'd say it extends to her waist at most, but to her feet is kinda ridiculous... lol...



Something else I may do is send a Download Link to certain People that could try out this incomplete version of GSS. I'll be making updates on it whenever. Anybody interested may PM me or post here.
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