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Author Topic: good vs bad brawl css preview ^^  (Read 11311 times)
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Roo
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    « Reply #15 on: March 21, 2011, 03:10:32 PM »


    It has been made.... by me.... like 4 times. D:

    And a full non-MDL0 model import it righ around the corner.
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    BlueBrain
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    « Reply #16 on: March 21, 2011, 03:53:51 PM »


    sorry, but i dont think she'll make it... and she's over peach...

    NO IMPORTS PLZ, only vertexes and textures and feel free to contribute by recoloring some of the existing characters in the list to full a slot ^^
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    DarkPikachu
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    complexity == fun

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    « Reply #17 on: March 21, 2011, 05:21:24 PM »


    I think I see why you say no imports...
    imports make the entire char un-usable am I right :/

    unlike my imports...
    the only thing about mine is they must be supported by the motion file
    that could cause some probs :/

    I just got a new idea thanx to you
    a motion file mixer =D

    my imports only use Brawl's main bones...
    (these bones don't deform the char)
    mine have a seperate set of bones for deformation
    thus, those bones must be added to the current brawl animations

    now with that being said, only 1 motion file is allow'd (for now)
    my imports will come with their own motion file,
    but it only has support for the brawl char, and the import

    so if you were to have 2 of my imports, you'd have to mix the motion files
    so that's my idea Smiley

    note: this won't work if importing over an unsupported import
    (meaning the animations have been offset)
    the import's I make have negative influences to the brawl structure bones
    a good example would be 'HipN'
    I'll have to move 'Origin' opposite of that to make the char stay in one place
    (as to not be influenced by the original chars animation)

    you'll have to re-animate my import to add it to a current import


    crap...
    went aon a rant about an idea again DX
    I really need to stop that X(
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    SSJCerious
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    « Reply #18 on: March 21, 2011, 05:36:38 PM »


    Tcll, can we get a link or preview of your imports?
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    DarkPikachu
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    « Reply #19 on: March 21, 2011, 08:18:42 PM »


    I'm only working on one but...

    here's a preview of both of them in their slow-walk anomation:

    note: I have Pachi over Pika

    Pika's animation remains unaffected while Pachi's animation is in construction
    (I lost all my custon animations on him (HDD failure)) Cry

    here's the bone structure:
    TopN
    -TransN
    --XRotN
    ---YRotN
    ----HipN

    -----origin (for scaling him to 4.2, and moving him to the proper position)
    ------waist
    -------LThigh
    --------LFoot
    -------RThigh
    --------RFoot
    -------Spine
    --------Head
    ---------LEar
    ---------REar
    ---------HaveN
    --------LArm
    ---------LHand
    --------RArm
    ---------RHand
    -------Tail1
    --------Tail2
    ---------Tail3
    ----------Tai4
    ----ThrowN

    where the yellow bones are Pika's/Brawl's bones and the green ones are Pachi's

    note: HaveN has no animation key-frames on it (so I think)
    it's only a linkage bone for pickup-type items
    therefore you can place the bone (on a new model) wherever you want Smiley

    some of the yellow bones such as 'XRotN - HipN' will be morphed by Pika's animations.
    so that's where 'origin' comes in...
    it moves the entire model back to the TransN location and of course offsets it for it's animation
    (length must be the same as the original char's)

    now, keep in mind, I don't have an actual release yet,
    but the image is proof that it does work. Wink
    « Last Edit: April 06, 2023, 12:40:41 PM by DarkPikachu » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    SSJCerious
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    « Reply #20 on: March 21, 2011, 08:30:32 PM »


    wow, amazing! you should take bone structure requests once your a pro, thatd be awesome
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    Central Thread:
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    DarkPikachu
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    complexity == fun

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    « Reply #21 on: March 21, 2011, 08:43:56 PM »


    meh...
    I've got better things to do honestly... heh

    first off I need to get off my lazy but and actually finish the structure...
    what you see there in the img is it JUST barely working...

    I'm waiting for TSG's BTE release
    I was able to edit a tree made with FW's adder and save
    (btw, FW's bones are real: the mdl0 has an edited copy placed at the end of it)

    anyways...
    because of FW's adder, the game froze when selecting the stage...

    if TSG doesn't finish it soon-
    actually... I'll ask BJ to add a bone adder and editor to brbx Evil
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    BlueBrain
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    « Reply #22 on: March 22, 2011, 10:19:14 AM »


    this is a starter pack...
    so only vertextures...
    and maybe stages
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    DrKoala
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    « Reply #23 on: March 22, 2011, 02:58:10 PM »


    Shadow doesn't really count as villain. In pretty much all of the games he's in, he's just an angsty anti-hero, but never a villain.
    Skull Kid shouldn't really count, either... it's just being used by Majora's Mask.
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    BlueBrain
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    « Reply #24 on: March 23, 2011, 10:40:52 AM »


    well, skull kid could be replaced by vaati than, but sorry i dont rly like him (not the character, the hack... hence why i said sorry...)
    and on sonic..........................mephiles?????
    idk...
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