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Author Topic: A Bloody Canadian's PSA Thread - Shinda Remake  (Read 286427 times)
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Kyouma
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    « Reply #885 on: January 22, 2015, 03:55:55 PM »


    I tell when an animation is well done if the feet doesnt move with no reason sliding in the floor
    and this animation is more than awesome (Y)
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    KingJigglypuff
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    « Reply #886 on: January 22, 2015, 03:56:08 PM »


    That looks much better. I can't seem to find anything you need to work on in this animation. +1
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    « Reply #887 on: January 22, 2015, 05:09:15 PM »


    Took longer than I thought, but I redid the Wait Animation. I feel it's too much, but... eh...

    In Smash, it has to be too much. Small movements are really tough to notice, speaking from personal experience ._.

    That being said, good work. Looks much better imo (at least in a Smash context).
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    « Reply #888 on: January 22, 2015, 05:30:31 PM »


    That looks much better. I can't seem to find anything you need to work on in this animation. +1

    Non animated Right Fingers...
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    « Reply #889 on: January 22, 2015, 05:40:35 PM »


    Non animated Right Fingers...

    Everybody knows that we do it last.
    And then forget that we forgot to do them.

    Don't sweat it lol
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    « Reply #890 on: January 22, 2015, 06:53:29 PM »


    Non animated Right Fingers...
    Well, aside from that, I found nothing off. :V
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    « Reply #891 on: January 22, 2015, 07:24:29 PM »


    now it looks awesome
    really well done animation overall
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    « Reply #892 on: January 23, 2015, 10:46:01 AM »


    Took longer than I thought, but I redid the Wait Animation. I feel it's too much, but... eh... Haven't seen it in-Game yet. I'll get back to it if I need to, but I have other Animations to do.

    Made a new model, huh? Also, that animation looks great, man!
    Looking forward to see a new Shinda PSA!
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    « Reply #893 on: January 23, 2015, 07:16:57 PM »


    New Walk Animation.


    It ain't done yet since I didn't animate the Fingers and the Dress. There are also issues with it I have to deal with before I can finalize it. Jittery Knees, and how the feet move. Just figured I'd show you as it is right now tho. I might consider speeding it up. My Slow computer doesn't help much... lol...
    « Last Edit: January 23, 2015, 07:32:18 PM by A Bloody Canadian » Logged


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    « Reply #894 on: January 23, 2015, 07:20:07 PM »


    Looking smooth, I like it.
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    « Reply #895 on: January 23, 2015, 08:07:41 PM »


    walk/run animations are the hardest ones.. and this is excellent!
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    « Reply #896 on: January 25, 2015, 12:06:23 AM »


    What could be the finalized version of the Walk Animation.


    Now, I'm finally getting to try out what I got in-game, but the Motion File I have keeps crashing the game. Pro'lly cause I did the Animations in Maya. Anybody know how I can fix this issue?



    nvm. It was a Filesize issue. I reduced the size of one of the textures, and it did the job.
    « Last Edit: January 25, 2015, 01:30:10 AM by A Bloody Canadian » Logged


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    « Reply #897 on: January 25, 2015, 09:54:38 AM »


    Make sure you clean any animations you make in Maya after importing them into BrawlBox.
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    « Reply #898 on: January 25, 2015, 09:57:22 AM »


    I do it in BrawlBox, which gets rid of most unused Keyframes. If I need to, I can remove any remaining unused Keyframes in BrawlBox.
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    « Reply #899 on: January 25, 2015, 10:20:46 AM »


    I realized that every single bone that's actually used (for example, an arm bone is animated. Then it's baked in maya and imported into bbox), every single frame is a key frame. Even after cleaning it.

    At which point, you could go through and start removing keyframes individually (but who the hell wants to do that for a 100+ frame animation and for ten different bones?).

    I'd do that, but BBox's interpolation gives me trouble no matter what I'm doing. So I've resorted to just dealing with it.
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    In other words, LURK MORE.
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    3. ... You seriously don't know who Clinton is?
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    O snap
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