hmm, what if we all control our hype for the sm4sh models until we are able to rip the wii u ones?
3ds high poly models are very similar to brawl models though, so these are probably a lot better than the wiiU models will be, at least for what we use them here.
don't forget you actually have a cinematic FS to work with...
you could try editting just the hitting part of his original FS, so that instead of riding over his enemies, he falcon punches them to death. you can even make him jump out of his car before doing so.
I don't think there's a way to fix they besides rotating his whole body. This model was imported by Kyouma and he didn't rig the feet. Thanks for the input tho
then do it...
because it's not only sinking in te ground, it's also sliding all over the place xD
use the hipN bone rotations and translatios to keep the foot in place
i think you got ridley's colors kinda wrong, he looks way too dark, he doesn't need to be the pink he was in other:M, but he also doesn't need to be purple-black getting close to black...
i think you need to find a mid-point between the original textures and your current ones.
also, the wait2 animation looks cool, but i think it needs some recoil on his arms.
Always find it amazing how often I make things harder than they need to be, thing is, because of my perfectionist side, I probably still won't use that method. lol
then it has nothing to do with perfectionism, but plain... seriously, moving the bones around in 3ds max is an absolute necesity for a good rig, because you can actually test the rig before exporting, which will save you a lot of time...
also, press the "auto-key" button and rotate the bones on any frame except 0 so it won't affect your T-pose ever.
looking awesome, but i gotta agree with velen on the rig... on the other side, it's probably because of the model edits, and i can imagine how hard it has to be to adapt this anatomy to the "original" one...