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Author Topic: WIP PSA Workshop  (Read 696982 times)
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    « Reply #285 on: October 01, 2012, 03:56:33 AM »


    No problem guys, I'll definitely make a tutorial of that maybe tmrw need sleep  not impressed
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    « Reply #286 on: October 01, 2012, 04:24:26 AM »


    guess thats an alternative to model changers, still model changers are way easier imo Tongue
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    « Reply #287 on: October 01, 2012, 04:24:49 AM »


    New Project: Zoroark over Wolf

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    « Reply #288 on: October 01, 2012, 04:27:23 AM »


    New Project: Zoroark over Wolf

    You ninja. I was also planning a Zoroark PSA. But a revamp of my previous one. I see what you did there ...
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    « Reply #289 on: October 01, 2012, 05:28:28 AM »


    I haven't gotten all that far if you wanna collab on it. So far most of his movement animations are still Wolf's (with the edited translations since he has a custom bone tree) and because they look good on him... The added hair bones allow me to move the hair and make them look good too.

    Anyway... If you wanna collab, we can run our moveset ideas together and come up with something we both agree on.
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #290 on: October 01, 2012, 07:11:13 AM »


    you need to touch that run a bit up, looks a bit dirty as it is now...
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    « Reply #291 on: October 01, 2012, 07:23:02 AM »


    How so?

    Its also not very easy to animate 4-legged runs...

    But srsly... whats wrong with it? So I can try and fix it.
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    « Reply #292 on: October 01, 2012, 07:56:47 AM »


    I haven't gotten all that far if you wanna collab on it. So far most of his movement animations are still Wolf's (with the edited translations since he has a custom bone tree) and because they look good on him... The added hair bones allow me to move the hair and make them look good too.

    Anyway... If you wanna collab, we can run our moveset ideas together and come up with something we both agree on.
    Even though I have a revamp planned, I don't have a moveset fully planned out yet.
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    « Reply #293 on: October 01, 2012, 08:15:51 AM »


    well, the bouncing doesnt look all that good imo, the nimation itself is cool, and im sure it'l look great in movement, but the bouncing looks weird and choppy
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    « Reply #294 on: October 01, 2012, 08:20:02 AM »


    Even though I have a revamp planned, I don't have a moveset fully planned out yet.


    Well I do for the most part. And I believe your re-vamp was gonna be over Lucario? Mine is over Wolf, but I'm still down to collab if you wanna help with mine. PSA work is terribly boring for me and I'm slow at it.

    Post Merge: October 01, 2012, 09:03:01 AM
    Zoroark AttackDash:

    « Last Edit: October 01, 2012, 09:03:03 AM by Kagemaru » Logged

    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

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    « Reply #295 on: October 01, 2012, 01:55:44 PM »


    You're right, four legged runs are quite hard.  Here's a couple of tricks though:

    1) Do not make both of the front limbs/back limbs land onto the ground at the same time.  Let's say you're trying to make him run like a wolf, his two left (or his two right) legs should be on the ground when he lands (the front leg landing first then the back leg landing at the point where he's the most stretched) and the two other legs should be far infront and far behind him. 

    2) Different sections of his body need to arc up and down at different times.  For example when his hind legs are both on the ground that is when his pelvis is lowest and when his two front legs are on the ground that's when the chest is lowest.  Important thing to note is that the pelvis will move more than the chest since it's what does the most work.

    3) Try not to jerk any movements.  His chest for example jerks down when he lands.  The overall movement should be fluid. 

    I might make a visual example to help you out.  It's a decent start though.
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    « Reply #296 on: October 01, 2012, 02:18:20 PM »


    I actually have the legs and arms landing at different times... but they are only about 3 frames apart so its not really visible.

    A visual aid would help though. Thanks for offering.

    Post Merge: October 01, 2012, 02:52:57 PM
    Nevermind... I actually found a pretty good guide that has pictures. Unless you started already... in which case it would still be good to post somewhere for other animators.
    « Last Edit: October 01, 2012, 02:52:57 PM by Kagemaru » Logged

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    « Reply #297 on: October 01, 2012, 05:08:26 PM »


    With the attack dash. I think it's a little slow. Take off about 5-8 frames.
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    Kagemaru
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    « Reply #298 on: October 01, 2012, 05:31:39 PM »


    Frame Speed Mod ftw.

    Also, I now have the Entei and Suicune models on Zoroark and he has been given a model changer for both. Now he will have proper illusion based techniques. I didn't feel like asking the guy for Raikou... sorry if you're a fan. >_>
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    « Reply #299 on: October 02, 2012, 11:43:38 AM »


    Indeed FSM is awesome.  Startup specifically was the problem there.  Just have an FSM of about 1.5 to 2 for the first 20 odd frames (before he enters the spin) since no dash attack is that slow (except maybe Dedede's).
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