so far he's fit to the same boneset as i made for Ridley, and he's about half rigged. my semester started up this week, which means weekends will basically be my only hacking time. so don't expect it too soon, but i am actually working on it. i'll also try to get the Spec maps and shine stuff working too, but i can't promise i'll have the space for it. stupid picky Charizard.
How the f I make him not hold items with his shoulders?
that would require you to move the HaveN bones back to their original index. they're most likely off because of where you moved some bones too. just match them back up to where ZSS had them originally.
well, i was going to try Other M Ridley, but the neck is waaaay different than Ridley's regular neck, and i didn't want to mess with that. i'd be happy to let you take a whack at it though. i'll take care of Meta Ridley though, since i'm in a rigging mood right now. i also just found his model, so i'll actually get started on it tomorrow.
Depends... No one that worked on the PSA is a model person. If someone rigs the meta ridley over this boneset then woot!
this would require me to stop being lazy and actually do it like i promised Carnage i would a long time ago, about the time i finished the Ridley rig to begin with. which if someone feels like pointing to the particular SSE file that Meta Ridley is hiding in, that'd be great. and yes, it'll be to the same boneset. i still have the Max file from Ridley laying around, so i can just shove Meta in there and call it good. i'd rather not torture myself with making another one, and i'm pretty sure these guys don't want to remake all the animations.
that said, great work with the PSA. i didn't realize there was going to be a large effort put into it. then again, it is Ridley, so i should have expected it.
Mind if I upload a HD version? I actually made some textures that were just less satrated to be HD like the rings, it froze in game, but I hadn't looked at the file size, and all the textures were bigger than the original, so that's probably why. lol
sure, go ahead. just credit/collab/whatever. and remember that the textures can't be any bigger than what they currently are, he's basically right at the file size limit.
lol indeed. i can see him making a good Olimar, with that giant head of his. maybe that'd actually help motivate me to finish my Snoopy model i have going....
Would that be too many polys? And it would be pretty tough to vertex him to be in that position. Would it work to do that once he's rigged, then position him like that, then somehow save that model as a default pose for the egg?
shouldn't be too many, especially depending on the model you're using. what you could do for the ball position is after he's rigged, export him to BrawlBox, position him there, re-export him to Max, then delete the extra bones and single bind it to the proper bone.
Also did anyone add that HD retexture from the import over Wario yet?
no idea, but i'm pretty sure those were made by GBC, so i wasn't going to include them. they might work, except for the blinking textures. i had to cut them all in half, otherwise the .pac would have been about 1.5 MBs, which obviously wouldn't work.
You know what this means, right? Now you have to put that over ROB
i'll leave that for someone else to do. i had to delete the arms from the shoulder to the wrist to keep the file size down. i'm floating right around the file size limit as is.
also, eyes fixed. so he'll be in the Vault in a few minutes.
with bone edits, you need to do them before you start rigging, otherwise it'll mess up the rig. so it takes a little planning before hand, but can really help with certain models.