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Author Topic: WIP PSA Workshop  (Read 696968 times)
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SwingSet
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    « Reply #990 on: December 28, 2013, 11:42:00 PM »


    This thread appears to have gone a little stale...lets fix that
    I MAY have stopped working on Sasuke for a little while due to wanting to finish this
    Hidan now only has 3 attacks in common with Ike(Bair,Fair, and first jab hit)
    Here is update video:
     http://youtu.be/nazDRWhouDg
    Much amaze, looks awesome so far. Good work.
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    DrunkRussian
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    « Reply #991 on: December 29, 2013, 09:09:03 AM »


    Much Jashin
    Such Immortal
    lol
    He's gonna be released on new years as soon as I finish his FS and re animate his god awful forward throw
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    « Reply #992 on: December 31, 2013, 01:29:26 PM »


    Here is the "Release what I have right now" version of Simon Belmont.
    Sorry this took a year; I've been occupied with helping PM do things.

    Keep in mind that model and animations are still subject to change as I wasn't able to finish giving him the Maya touch if you catch my meaning, hence why his Final smash hasn't been complete yet.

    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=30232
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    Kagemaru
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    « Reply #993 on: January 14, 2014, 04:49:01 AM »


    Forward ThrowBack ThrowDown ThrowUp Throw

    @Kage Ryu:
    Quote

    Add an additional in-between frame of him bending his arm a little after he's finished swinging it. It'll make it look less stiff.

    Been a while since I posted here, but for those who don't tune into my thread, Spider-Man v2 is almost complete.
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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? :/

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    « Reply #994 on: January 14, 2014, 04:52:51 AM »


    spidey's throws take too much area i think, what will happen when forward throwing near a ledge?
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    « Reply #995 on: January 14, 2014, 05:19:18 AM »


    Nothing...

    His previous/current down throw had a lot of forward movement as well. What usually happens is that his body doesn't go passed the ledge, but IIRC, the target's will. Which makes the F throw and down throw cool. The F throw could potentially meteor, and the down throw is just cool if you kick them over the ledge, then web them back to you.

    Also, his previous/current down throw takes up about the same distance as his new F throw.
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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.

    KingJigglypuff
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    « Reply #996 on: January 14, 2014, 09:11:09 AM »


    Hey.
    Guys.
    Guess what.
    I have Maya now.
    You know what that means?
    It means this.

    Though I am quite new to Maya, so it's gonna be a while before I post an Animation gif.
    So far, I'd like to use Maya with 3 other characters, but they have issues.
    Raptor's ankle is much higher than a human's ankle, so I'll need to find a way to add a fourth IK Control entry and Xenomorph's rig was somehow corrupted. As for Palutena, no word yet. Undecided
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    Kagemaru
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    « Reply #997 on: January 14, 2014, 12:15:15 PM »


    I have it too.I should probably use it
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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 #998 on: January 14, 2014, 01:42:27 PM »


    Those throws are frickin' fancy. That animation work is pretty darn good!

    Spidey's stance could use a little work on back throw though, I think. He just looks awkward, 'cause it looks like he's stepping forward but still remaining in place. You could take advantage of that and actually have him move forward in the animation, which I think would probably look neat.
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    « Reply #999 on: January 16, 2014, 08:38:29 AM »


    something in betaform!
    something I did with some help with PW:
    Lets the Swap begin! [beta]

    as you can see in the video, I used a modified Jigglypuff and Marth Modules to make them able to switch between eachother! as you see in the end of the video, they switch but they dont appear on the stage :/
    thats the only thing missing! and i think I know whats cause the error!
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    « Reply #1000 on: January 16, 2014, 10:07:09 AM »


    something in betaform!
    Woah.

    Let's hope you'll figure out the loading issue. Also a P&P rel would be ideal for this once you're done.

    It would make my Deoxys PSA more realistic. Assuming you can put 4 character references into the modules.

    Would you care to test with that is you manage to fix your main issues?
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    « Reply #1001 on: January 16, 2014, 11:10:13 AM »


    Woah.

    Let's hope you'll figure out the loading issue. Also a P&P rel would be ideal for this once you're done.

    It would make my Deoxys PSA more realistic. Assuming you can put 4 character references into the modules.

    Would you care to test with that is you manage to fix your main issues?
    I used my BrawlEx jigglypuff and the BrawlEx Marth to make them being able to swap between eachother! I am sure you can use 4 Modules but the module memory isnt high. I know that using a Jigglypuff and a Samus made the CSS freeze a half second when you selected it (a special freeze, the music was going and no beep! a freeze when the module is too big)
    but the freeze can be because of the Samus module having the same ID as the Jigglypuff ID too!

    I think you can have 4 at maximun, but it will be more like the Poketrainers pokemon that you can only circle through one each time (squrtile->ivysaur->charizard ect). not sure of how fast the "switch" will be on a disc since I used Wiiflow on the video xD

    also pretty sure of that you can use it over a BrawlEx slot too, but I will test that later. right now I am focusing getting the modules working flawless!
    « Last Edit: January 16, 2014, 11:12:49 AM by pikazz » Logged

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    « Reply #1002 on: January 16, 2014, 11:17:34 AM »


    I used my BrawlEx jigglypuff and the BrawlEx Marth to make them being able to swap between eachother! I am sure you can use 4 Modules but the module memory isnt high. I know that using a Jigglypuff and a Samus made the CSS freeze a half second when you selected it (a special freeze, the music was going and no beep! a freeze when the module is too big)
    So I see. Let's hope it won't be too big of an issue.

    I think you can have 4 at maximun, but it will be more like the Poketrainers pokemon that you can only circle through one each time (squrtile->ivysaur->charizard ect).
    I can deal with that.

    also pretty sure of that you can use it over a BrawlEx slot too, but I will test that later. right now I am focusing getting the modules working flawless!
    Alright. Cool.
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    « Reply #1003 on: January 16, 2014, 05:00:54 PM »


    the first 2 untransforming character is here!

    Let the Swap begin! [Advanced Brawl Hack]


    it is 100% working, yet 2 glitches that I need to fix :/
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    « Reply #1004 on: January 16, 2014, 06:15:47 PM »


    Hmm..... I hope you get further with this. I'd love to have this at a point of stability where I can use this for Sora(Pit)'s Final Smash in the same style of Bowser/Giga Bowser.
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