Since yours is more complete, I think we should build off of where you left off. I know we'll have to change a lot of his moves, but I think we can do it. Also, yes Crazy Hand has the running glitch, and he's over link.
Sure, with more people that should help! Also I think the Neutral Ground Special should be his lasers so we can hold it down for as long as we want to continuously shoot them. I also have the Master Hand BP ready. I think next we should get his Final Smash, and soundbank in. Also in the first post I have what I think both movesets should be. You should take a look at that and tell me what you think.
If that does not work Try this once I did this method to your master hand alpha for bowser he was able to move normally go to the topN bone and 3 childs use ctrl up to move the 3 new bones on top of the transN bone rename the bone index of the new one to 1 for one 2 for one 3 for one and change transN bone index to 4 after that they are in order from 1 to 4 1 being at the top and 4 being at the bottom if you did this successfully than your masterhand should walk normally without teleporting
I saw that you have a topic called "model teleporting glitch" where you say that you are working on a Master Hand PSA, would you like to collab with me?
Hey everyone, it's time for an update. So with Smash 4 hacking starting, I'll probably be switching over to that pretty soon (once I get my Wii U and 3DS ready); which will cause this project to either be cancelled or put on hold for a very long time (until I get all of those projects done). For now, I'll still work on this, but I don't know for how much longer. Anyway, I'm going to try what HyperHandCRazy said, and hopefully it works.
I wanted to start hacking the Wii U version. I have no hacks on it right now. Where do I go to get the resources, and info on how to start up the hacks? I also want to be a developer for it, so I need the resources to make the hacks as well.
I've hit a big roadblock, I can't get Master Hand to move without constantly tapping the control stick. Hopefully I won't have to release the final version with that bug, so if you have any ideas on how to fix that please tell me (I'll give you credit for that) or download the file, fix it, and send me the fixed version (I'll add you to the collaboration for that).
It's over Link now because I couldn't open King Dedede's moveset file. Next will be the Pre-alpha where some animations will be added.
Now I'm going to work on the Master Hand Alpha, this means the start of the PSA. I don't know how to PSA, so it will probably be a long time before it's ready. So now I will try to learn how to PSA.
I'm sad to see you go, but at least you'll still be on the site. Your Tabuu project was awesome; It's my favorite PSA! I'm still going to continue working on my projects, I hope they turn out good. Good luck in your future!
Everyone, it's time for an update on this project. So it's been a while, if you're wondering why nothing has been going on here for a while, it's because I've been feeling really depressed recently, and haven't had the energy to do very much. I'm feeling better now, so I'm ready to get this project up and running again! Also I sometimes may make updates to my first post, so you might want to take a look at it sometimes. Just before making this post, I updated what Crazy Hand's final smash was going to be; I felt it was just going to be too weak for a final smash.
I was kinda planning on making Master Hand as relaxed as possible; always remaining in generally the same position (his wait pose), because whenever he gets too physical, he starts to look silly, like in this video https://www.youtube.com/watch?v=N2OvlNoqPnU
In my opinion, he should play more like an agile, functional, boss character, and less like a traditional fighter; being able to move around with relative ease, and having a wide display of attacks, but having them more closely resemble boss-like moves, whilst avoiding make him use his fingers independently of the rest of his hand, unless done for the purpose of specific moves, like his walk/homing finger dash (the background move)
In other words, we should try to keep him from fighting in his Finger Person stance all the time.
Yeah, I want his animations to be as close to the boss version as possible. Floating around for his walk, and moving on his fingers only for the dashing animation.