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Question:
Out of the four members of the Fighting Alloy Team, which one is your favorite?
Red. - 9 (21.4%)
Blue. - 8 (19%)
Yellow. - 5 (11.9%)
Green. - 8 (19%)
Can't decide. - 10 (23.8%)
Not interested. - 2 (4.8%)
Total Voters: 42

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Author Topic: KJP's Throne Room. 09/08/2019: Fighting Alloy Team Pack Update  (Read 1795837 times)
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    « Reply #5520 on: May 25, 2014, 10:08:56 PM »


    I found a workaround to get the GFX I wanted for Mega Charizard Y's Final Smash.


    That...is....so awesome! Genius.
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    « Reply #5521 on: May 26, 2014, 09:46:21 AM »


    Only suggestion I have is that you probably shouldn't have his head actually grow on his side tilt. His neck is long enough to offer him good range without the up scaling bone. It would look a bit more natural with the rest of his moves as well since he doesn't expand so much elsewhere.
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    « Reply #5522 on: May 26, 2014, 09:53:31 AM »


    Only suggestion I have is that you probably shouldn't have his head actually grow on his side tilt. His neck is long enough to offer him good range without the up scaling bone. It would look a bit more natural with the rest of his moves as well since he doesn't expand so much elsewhere.
    Lots of characters use scaling on their attacks.

    If Chariard's head/neck weren't scaled, then the move would barely have any range.
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    « Reply #5523 on: May 26, 2014, 10:07:48 AM »


    I just hope Charizard is finished.
    I want to transform again into Mega Charizard X and Y.
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    « Reply #5524 on: May 27, 2014, 07:50:47 PM »


    I'm still waiting for the final touches to be done, so nothing really new, regarding Solo Charizard. :\

    In the meantime, I have made a poll, based on feedback of the newest Beta Build.

    I would also like to announce that I was recently accepted into the Brawl- development team. So things might be a bit slower, depending on how much they need me.
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    « Reply #5525 on: May 27, 2014, 08:08:43 PM »


    I would also like to announce that I was recently accepted into the Brawl- development team. So things might be a bit slower, depending on how much they need me.

    *GASP!* O.O that is amazazing!! Cheesy i've been looking so forward to almost each and every one of your movesets, but always worried it may not be balanced to fit in minus! now you're one of the devs!! XD
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    « Reply #5526 on: May 27, 2014, 10:20:57 PM »


    I would also like to announce that I was recently accepted into the Brawl- development team. So things might be a bit slower, depending on how much they need me.
    congrats man. brawl minus is me and my friends' favorite brawl mod. even better with cbliss.
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    « Reply #5527 on: May 28, 2014, 01:44:09 AM »


    btw, are you going to make solo Blastoise and Venusaur with megas after you finish Charizard??? Cheesy i would love to have all three!!

    then (personally) i would probably want to get a med/un-evolved trio that can still switch.. like bulba+squirt+charmander, or ivy+wart+charmeleon (maybe as alts of each other..), but i think i'll try to make that one myself, since it wouldn't need that much changing..
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    « Reply #5528 on: May 28, 2014, 03:08:45 AM »


    Uhm. Mega Charizard Y is still too close during the attack.
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    « Reply #5529 on: May 28, 2014, 07:08:44 AM »


    btw, are you going to make solo Blastoise and Venusaur with megas after you finish Charizard??? Cheesy i would love to have all three!!
    Maybe.

    Uhm. Mega Charizard Y is still too close during the attack.
    I'm experimenting with different distances. I'll take a bird's eye snapshot, since the current snapshot angle might be getting in the way.
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    « Reply #5530 on: May 28, 2014, 07:19:29 AM »


    Maybe.
    I'm experimenting with different distances. I'll take a bird's eye snapshot, since the current snapshot angle might be getting in the way.

    Okay. Though I think the distance and angle at which he's flying should change dynamically throughout the animation. It may be tedious, but would look awesome.
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    « Reply #5531 on: May 28, 2014, 11:15:09 AM »


    Here's a Bird's Eye View. Though looking back, I could slightly increase Mega Y's distance again.


    Okay. Though I think the distance and angle at which he's flying should change dynamically throughout the animation. It may be tedious, but would look awesome.
    As much as I don't want to, I'll try looking into it.
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    « Reply #5532 on: May 28, 2014, 01:50:22 PM »


    Just make a few temporary bones to anchor/pivot around.  One for the center and rotation around the circle.  Another for for the radius. One more for Charizard local rotation that isn't the HipN because I'm sure you used it.

    With that, you can easily angle and distance Charizard in whatever way.  

    When the animation is over, you're gonna want to place those temp anchors back in place to avoid teleporting or w/e I'd assume.

    --

    The above is how I'd do it for BB.  For maya, I'd do the same, but use bones + parent constraints that aren't on the model and then bake those bones onto the brawl bones.
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    « Reply #5533 on: May 28, 2014, 01:55:11 PM »


    Just make a few temporary bones to anchor/pivot around.  One for the center and rotation around the circle.  Another for for the radius. One more for Charizard local rotation that isn't the HipN because I'm sure you used it.

    With that, you can easily angle and distance Charizard in whatever way.  

    When the animation is over, you're gonna want to place those temp anchors back in place to avoid teleporting or w/e I'd assume.
    I don't quite understand what you're getting at.

    I don't want to burden you, but you're free to take a look if you like.
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    « Reply #5534 on: May 28, 2014, 01:57:23 PM »


    Take a look at the WIP I gave you a while ago.  On the seismic rotation, look at the TransN, XRot, and YRot rotation/translations.  In the final product, I was going to remove all keys except the first and last 2 so that changing them was easy in the future.
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