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Author Topic: WIP PSA Workshop  (Read 697256 times)
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KingJigglypuff
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    « Reply #1980 on: January 08, 2016, 09:13:45 AM »


    Look at this totally legit leak, everyone. ( ͡° ͜ʖ ͡°)

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    « Reply #1981 on: January 17, 2016, 08:21:02 AM »


    Hey everyone I'm planning on doing a Paper Mario PSA I'm going to put my moveset here it is https://lh3.googleusercontent.com/aiLuaCm3no2qviRLl_f6wJ0yGYZM1xBuz0W_te8U8VE5n0jBGdc0Hy4VUTZBq05lHE5PtSB2j9Nc-c6R5V3RO4je_Q
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    « Reply #1982 on: January 17, 2016, 09:51:16 AM »


    This isn't the thread for that. This is a thread to show in progress PSA work. Not stuff in planning.
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    « Reply #1983 on: January 17, 2016, 12:59:16 PM »


    This isn't the thread for that. This is a thread to show in progress PSA work. Not stuff in planning.
    oh sorry
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    « Reply #1984 on: February 05, 2016, 03:16:14 PM »


    He needs no introduction
    Cloud Strife in the style of Smash 4!
    Technically I finished this a while ago but BrawlBox PSA thought it was cool to corrupt the whole PSA portion and the latest backup as well, so I'm gonna redo that part but heres some of the animations:
    A lot of them can't be fully appreciated without the sword trail
    Side Smash:
    Side Tilt:
    Up Smash:
    Forward Throw:
    Finishing Touch(Limit charged Down B)
    Any Advice/Critiques would be appreciated other then the Slidy Feet issue on a few of them...I'm aware of that and may or may not fix it.
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    « Reply #1985 on: February 05, 2016, 04:02:09 PM »


    You have the general idea down, you just need to give the animations polish. There's a lot of foot sliding and jittering.
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    « Reply #1986 on: February 05, 2016, 04:42:34 PM »


    It's looking pretty good considering it's BrawlBx.

    The animations don't look very dynamic, try to move all the bones around in keyframes. It can go a long way to helping an animation look more organic.

    I would highly recommend fixing foot sliding, it looks really bad in the grand scheme of things.

    I noticed in the FThrow that you used Ike's Nair landing animation for the ending. I'd recommend making your own landing animation. It will really help set it apart from other animations.

    I would also highly recommend bending the arm during a swing. Stiff arms are difficult (if not impossible) to keep while swinging swords. Much less a giant sword the size of your own body.

    Good job.
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    « Reply #1987 on: February 06, 2016, 08:38:43 AM »


    Pretty good job on the Cloud. Take the advice from the fellas up here and you'll see your animations will be top notch in no time.
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    « Reply #1988 on: February 06, 2016, 11:18:00 AM »


    Wow, thanks for all the positive feedback guys!
    Even KJP 0_o
    I kid, I kid
    There's one more animation that I did a while ago that I know doesn't look quite right but I can't pinpoint exactly what it is aside from two things(I know the left arm jitters a lot and the foot sliding here is intentional to show momentum since its a Dash Attack)
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    « Reply #1989 on: February 06, 2016, 11:22:37 AM »


    To help on how to go at your animations, since you're re-creating Sm4sh Cloud is to go Frame by Frame (at least the 1/4th option in Training Mode) with each animation you're going to re-create and see how it moves.

    Alternatively, you can view the actual animations themselves if you have Ohana Rebirth, alongside Smash 3DS Cloud's model and animations, but I haven't found his 3DS files yet.
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    « Reply #1990 on: February 06, 2016, 04:48:43 PM »


    Having recreated Smash U animations from scratch myself a few times for Roy, I know how much it can take to make them look right. The options above from KJP are very good ones. They definitely help quite a lot.

    As for the Dash Attack animation. The whole of his body twitches at the end of the slide... I know why, but you should look to try and rework or clean up that ending. Also try to animate the legs and feet stepping/shifting back into position.

    Out of all the other animations you've posted, Finishing Touch needs the most work. He doesn't step forward during the move. He quickly spins in place twice. Over exaggeration in the arms, waist, and bust would help the look of the move. It looks too stiff as of right now.

    I hope you can improve on these. So far you got the base stuff down pretty well. Keep it up.
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    « Reply #1991 on: February 14, 2016, 06:12:50 AM »


    <a href="http://www.youtube.com/watch?v=JvDyE5qVg0g" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=JvDyE5qVg0g</a>
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    KingJigglypuff
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    « Reply #1992 on: February 14, 2016, 06:53:44 AM »


    Wow, are those animations ported or custom? Aside from Side Tilt (looks kinda shaky, so I'm assuming custom), everything looks really spot on.
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    « Reply #1993 on: February 14, 2016, 08:14:48 AM »


    Wow, are those animations ported or custom? Aside from Side Tilt (looks kinda shaky, so I'm assuming custom), everything looks really spot on.

    Well, both, kinda. (but mostly ported)
    At first, KTH and I wanted to port the animations on Brawl's skeleton but since we weren't able to do that, I've ripped Shulk's model from SSB3ds and ported it into the game (with his original boneset) and ported his 3ds animation as well.

    But... when we realized that doing this would make the FitMotion's filesize explode, KTH remade the animations by using the ripped ones as a base. (which is the reason why some animation need more work, like the Side Tilt which was made really quickly and some others fixes have to be made, like when Shulk goes from the Win animation to the WinWait)
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    « Reply #1994 on: February 14, 2016, 10:23:59 AM »


    If you're using the actual 3DS skeleton, I would advise you against that, as your skeleton requires Brawl rotations for things like getting thrown.
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