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Author Topic: WIP PSA Workshop  (Read 703471 times)
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    « Reply #1335 on: May 23, 2014, 12:53:41 AM »


    that stance kinda looks like its injured or tired to me
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    « Reply #1336 on: May 25, 2014, 07:55:06 PM »


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

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    My PSA Thread

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    « Reply #1337 on: May 25, 2014, 08:23:00 PM »


    Laaaaaaaaaaaaaaaazy

    jk, it fits nicely

    Good to see that you're having better luck than I am.

    Speaking of my luck...

    <a href="http://youtu.be/_VQi2IXhCJw" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/_VQi2IXhCJw</a>


    Jecht Shot with it's final animation and damage. Just need to make sure that the gfx actually works correctly and doesn't spaz out or start doing whatever it's doing...
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    « Reply #1338 on: May 25, 2014, 08:57:13 PM »


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


    I can't wait until this is finished. It's so well done. Both of them are.

    Decided to change the default wait stance




    Nice work. Dark Samus is looking really good. Keep it up.

    that stance kinda looks like its injured or tired to me


    Or it could be crazy blood lust or something. I bet it'll look much better animated. although I already think it looks awesome. It fits her/its personality perfectly.

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    « Reply #1339 on: May 26, 2014, 09:10:41 AM »


    wouldn't it be cool if charz flew in circles around the fire column?
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    « Reply #1340 on: May 26, 2014, 09:38:00 AM »


    wouldn't it be cool if charz flew in circles around the fire column?

    He does
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    « Reply #1341 on: May 26, 2014, 02:36:40 PM »


    Laaaaaaaaaaaaaaaazy

    jk, it fits nicely

    Good to see that you're having better luck than I am.

    Speaking of my luck...

    http://youtu.be/_VQi2IXhCJw

    Jecht Shot with it's final animation and damage. Just need to make sure that the gfx actually works correctly and doesn't spaz out or start doing whatever it's doing...


    OK A few things.

    1 - Tidus should run faster; in FFX and Dissida, he's among the fastest characters in both games, he even runs faster in EX mode. I would say to make his running speed around Marth's.

    2 - Check what bone the Blitzball GFX is on. If you animate a HaveN bone to be the blitzball bone for that animation instead of animating the Blitzball GFX itself, you probably won't have that issue. What I would do is have the Blitzball GFX simply be it spinning in place while the movement is done via the HaveN bone you want to attach it to.

    3 - The Blitzball.... oh boy
    If you aren't using Link's articles for it.. use them!
    Just put the Blitzball mode over the article of choice.
    You have 2 options:
    1 - Using the arrow article; it's possible to use the arrow article to make a simple projectile. You can simply make a special where he simply kicks a BB at an arcing angle which you can control. You can also code in a similar way I coded Simon's Holy water. All of this can be done without the Bow's help IIRC.
    2 - The Boomerang; should be self explanatory, just slap the model over the boomerang model itself remove the wind effects and change the hitboxes. Then you can have a special where he can simply toss BB Wakka style and have it come back to him like the Boomerang.

    Of course, you do have more options, like you can use the Rang for Blitzball, and the Arrow article for something like Energy Rain's projectiles......
    « Last Edit: May 26, 2014, 02:43:04 PM by Eternal Yoshi » Logged


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    « Reply #1342 on: May 26, 2014, 03:26:44 PM »


    Here we go.

    OK A few things.

    1 - Tidus should run faster; in FFX and Dissida, he's among the fastest characters in both games, he even runs faster in EX mode. I would say to make his running speed around Marth's.

    I made the video to showcase the coding problem I'm having. I haven't changed ANY attributes from Link's PSA file. I'll definitely be making him faster, and I'll be sure to make him even faster in EX mode. Hopefully I'll be able to have him reflect stuff as he runs (I need to check if it was a fluke or not).

    Quote
    2 - Check what bone the Blitzball GFX is on. If you animate a HaveN bone to be the blitzball bone for that animation instead of animating the Blitzball GFX itself, you probably won't have that issue. What I would do is have the Blitzball GFX simply be it spinning in place while the movement is done via the HaveN bone you want to attach it to.

    It's a custom rig, so the Blitzball is attached to it's own bone (and it's outside the influence of every bone except for TopN). For some reason it follows the bone correctly for the first kick, but it doesn't work for the other two.

    Quote
    3 - The Blitzball.... oh boy
    If you aren't using Link's articles for it.. use them!
    Just put the Blitzball mode over the article of choice.

    Eh...

    Quote
    You have 2 options:
    1 - Using the arrow article; it's possible to use the arrow article to make a simple projectile. You can simply make a special where he simply kicks a BB at an arcing angle which you can control. You can also code in a similar way I coded Simon's Holy water. All of this can be done without the Bow's help IIRC.

    The only Special Move that Tidus will use a Blitzball for is Jecht Shot. The only other move outside of Jecht Shot (and Blitz Ace) that requires a Blitzball is his side tilt (which is a basic Blitzball throw) and his bair (which is another basic Blitzball throw). I don't really have need of making it an actual article. But I might do it for those two moves. So they can be reflected and whatnot.

    Also, I don't think I can use "If Hitbox Connects" with articles...

    Quote
    2 - The Boomerang; should be self explanatory, just slap the model over the boomerang model itself remove the wind effects and change the hitboxes. Then you can have a special where he can simply toss BB Wakka style and have it come back to him like the Boomerang.

    See above.

    Quote
    Of course, you do have more options, like you can use the Rang for Blitzball, and the Arrow article for something like Energy Rain's projectiles......

    Energy Rain won't actually have projectiles. It'll just be the jump and try to hit followed by the energy rain itself. It'll just require Bones and GFX attached to it, and when they reach the opponent it'll just cause an explosion.


    The moveset in general is to be a mix of FFX and Dissidia, leaning more towards Dissidia (I wonder why).



    I've tried fixing the GFX problem for a couple of days and it still persists. I don't know what's wrong with it :\

    Did NOT notice how long that turned out. Thanks KJP  Kirby Dance


    EDIT:

    So after spending a HELL of a lot of time testing, I found out that if I put the second kick subaction instead of the first kick's subaction in the action tab, the animation plays out fine. But if I try anything else, it just doesn't work.
    « Last Edit: May 26, 2014, 07:00:09 PM by Tidus » Logged



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    « Reply #1343 on: May 28, 2014, 07:49:19 PM »


    I'm still alive guys!

    <a href="http://youtu.be/m73Fq1U1dr0" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/m73Fq1U1dr0</a>


    Here's a small updated Preview of Tidus. Enjoy Smiley

    I know there are problems (such as the feet going through the ground and that the Blitzball shows up during the fall animations, which has been fixed). I still have a problem with the second Blitzball throw which STILL refuses not to connect. The first and the last one are fixed.
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    « Reply #1344 on: May 29, 2014, 06:37:44 PM »


    Ariel B (for Toon Zelda moveset)







    *Thanks to Rosetta-Hime

    Normal B







    *Thanks to Rosetta-Hime
    « Last Edit: May 29, 2014, 06:50:29 PM by Linnc » Logged


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    « Reply #1345 on: May 29, 2014, 06:45:46 PM »


    Ariel B (for Toon Zelda moveset)






    Normal B






    When I was animating those, the dress refused to cover ler left leg. Sorry...
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    « Reply #1346 on: May 29, 2014, 06:51:45 PM »


    When I was animating those, the dress refused to cover ler left leg. Sorry...
    When I was animating those, the dress refused to cover ler left leg. Sorry...

    Do you think I should just animate the left leg to go under the dress or just leave it the same?
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    « Reply #1347 on: May 29, 2014, 06:54:40 PM »


    Yeah, go ahead. Now so I didn't just spam this thread

    Peach and Daisy's down aerial, Ground Pound.
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    « Reply #1348 on: June 04, 2014, 06:27:13 PM »


    Another Tidus Preview, this time of Spiral Cut, the Forward Tilt Blitzball Throw, and Blitz Ace.

    Nothing is final (except for the hitbox on the aerial Jecht Shot).

    <a href="http://youtu.be/YnaJsSTX35Y" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/YnaJsSTX35Y</a>


    Post Merge: June 05, 2014, 01:31:02 PM
    <a href="http://youtu.be/i4qiW96g4_w" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/i4qiW96g4_w</a>


    Aaaaand Jecht Shot is almost at 100%
    « Last Edit: June 05, 2014, 01:31:02 PM by Tidus » Logged



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    « Reply #1349 on: June 09, 2014, 09:26:10 AM »


    So while I've been taking a break from Tidus, I was doing something else:

    Wait1



    Wait 2


    Attack11 (will only have 1 attack)


    Front Smash Start


    Front Smash Attack


    Up Smash Start


    Up Smash



    Someone else needs to start posting not impressed
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    Quote from: Miacis
    In other words, LURK MORE.
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    In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE.
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    3. ... You seriously don't know who Clinton is?
    Quote from: Haseyo
    If only hacking Brawl paid bills.
    Quote from: Nanobuds
    O snap
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    But you are in a Smash Bros. thread.
    You can't have an opinion here.

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