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« Reply #7380 on: July 13, 2012, 05:30:58 PM » |
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Fair enough xD
Still, hyped to see how your animations end up looking for the remaining cast.
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« Reply #7381 on: July 13, 2012, 05:51:48 PM » |
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Sounds unfamiliar. Pretty sure they're not called that in PSA. Is this in the new Brawlbox?
Nonetheless, they're most likely used to control which action the opponent gets set to (usually an exclusive character action involving the throw). Dantarion told me whether or not a character is capable of a special grab is controlled by stuff in their module folders.
yeah, it's called that in the new brawlbox. I was curious because they are also located in character's dash grab subaction. It seems like a general thing, so why would those specific characters have unique grabs (which all have these oppose to every other kind of attack)? The difference is that the unique grabs have an id of 0 while the one in dash grabs have an id of 1. Edit: It seems that only Ganon and Bowser have the throw specifiers in their dash grab. and on Ganon's Side B, it uses both and id of 0 and another with an id of 1. I also checked that Link has it on his final smash, so it probably is used to hold the character your grabbing. (Link uses an id of 1)
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« Last Edit: July 13, 2012, 06:08:54 PM by Royal_Blade »
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« Reply #7382 on: July 13, 2012, 06:15:23 PM » |
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yeah, it's called that in the new brawlbox.
I was curious because they are also located in character's dash grab subaction.
It seems like a general thing, so why would those specific characters have unique grabs (which all have these oppose to every other kind of attack)?
The difference is that the unique grabs have an id of 0 while the one in dash grabs have an id of 1.
It's down to the action that the grab sends the foe into so that they can undertake a specific "Thrown" animation. If you look in the MotionEtc.pac files of characters like Ganon, Falcon, Bowser etc you'll notice they have animations such as "SpecialSGrabDx" or something like that which actually control what the opponent does when grabbed. But whether or not they can do this is in their .rel files. As for the dash grab and the regular grabs having different IDs, no idea.
To be honest, I'm not really the one to ask since I don't know too much about it.
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« Reply #7383 on: July 13, 2012, 06:33:06 PM » |
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Oh, ok then.
Still, I'd like to find out more about this... I'll have to do some testing.
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« Reply #7384 on: July 14, 2012, 04:22:08 AM » |
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Yeah, if he could, Pit's spinning Graphic for his Neutral and Up Aerials would've been perfect!
EDIT: Actually, I just remembered that Pit's spinning graphic doesn't rely on sword trails. Just a texture. So that'd actually be a good graphic to use SDoom.
Speaking of sword glow, are you going to try and get one for his katanas? I bet there is a way to make it happen with our new PSA making toy, even if it's not straightforward.. 
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« Reply #7385 on: July 14, 2012, 06:35:42 AM » |
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He could pull a Metaknight and have a model for each slash.
Or maybe a model that can be edited for a sword trail. (Like something with alot of bones for better curvature)
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« Reply #7386 on: July 14, 2012, 07:37:44 AM » |
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He could pull a Metaknight and have a model for each slash.
Or maybe a model that can be edited for a sword trail. (Like something with alot of bones for better curvature)
File size won't be very happy.
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« Reply #7387 on: July 14, 2012, 08:34:23 AM » |
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File size won't be very happy.
Lol, yeah it won't be happy with you. Or just have one model and have loads of animations for the different slashes. (Like Samus' Grapple Beam)
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« Reply #7388 on: July 14, 2012, 09:20:53 AM » |
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Lol, yeah it won't be happy with you.
Or just have one model and have loads of animations for the different slashes. (Like Samus' Grapple Beam)
That only applies to articles, not graphics. Graphics can only have one animation.
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« Reply #7389 on: July 14, 2012, 10:51:15 AM » |
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That only applies to articles, not graphics. Graphics can only have one animation.
Really? I had no idea. Good to know.
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« Reply #7390 on: July 14, 2012, 03:20:03 PM » |
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That only applies to articles, not graphics. Graphics can only have one animation.
Even with one graphic effect, it would look fine. Since it can be repositioned and such.
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« Reply #7391 on: July 14, 2012, 05:25:19 PM » |
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Sdoom how do edit the bone id that articles are called from? (I think you told me before but I forgot.)
Like making Pit's Bow model be called to his right hand or have Pit's arrow start at the TopN Bone?
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« Reply #7392 on: July 14, 2012, 05:33:05 PM » |
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Sdoom how do edit the bone id that articles are called from? (I think you told me before but I forgot.)
Like making Pit's Bow model be called to his right hand or have Pit's arrow start at the TopN Bone?
Though this is the old method. Brawlbox 0.67 probably makes it way easier since if you directly load the FitCharacter.pac into Brawlbox it shows up with all the article stuff.
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« Reply #7393 on: July 14, 2012, 07:30:09 PM » |
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Prepare to change your pants.
! this might inspire some new moves for you too
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« Reply #7394 on: July 14, 2012, 08:43:07 PM » |
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Lol! "Suck it Wolverine!" XD
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By the way, I think every active hacker in this forum could use less distractions. 
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