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Author Topic: A Bloody Canadian's PSA Thread - Shinda Remake  (Read 176879 times)
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ABloodyCanadian
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    « Reply #930 on: February 12, 2015, 12:02:51 AM »


    SSBB Shinda PSA Early Animation Test (New Model)


    1st Preview Video! Credit to BRodz for being able to do this!
    « Last Edit: February 12, 2015, 07:44:39 AM by A Bloody Canadian » Logged


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    « Reply #931 on: February 12, 2015, 01:48:10 PM »


    Damn, guess I was too slow lol. And that thing Gamidame did to the pack seems to have worked really well
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    « Reply #932 on: February 12, 2015, 04:13:48 PM »


    shinda is looking fantastic so far. I love the model
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    « Reply #933 on: February 12, 2015, 04:53:55 PM »


    yup, I am the first person who uses this thing over whole PSAs around here os I guess its something  innovative for a custom PSA
    shinda is looking fantastic so far. I love the model
    thanks, I worked alot on it

    welp watching that vid kinda depresses me, I really rigged the skirt very bad
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    When we could talk about what could be?

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    « Reply #934 on: February 12, 2015, 05:01:18 PM »


    The skirt is actually the least of my concerns. Peach's normal model was just as limiting as to how much you can do before it goes all crazy. You have confirmed that 2 of the other alts will have skirts rigged to their legs cause of how short they are, so...
    « Last Edit: February 12, 2015, 05:02:13 PM by A Bloody Canadian » Logged


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    « Reply #935 on: March 05, 2015, 05:02:53 PM »


    Ugh... Animating in Maya is such a pain right now cause the HumanIK rig... Not ideal.

    Would anyone be willing to make a Maya Animation rig for me? It would make animating alot easier for me. I do have an example of what kind of rig I'm looking for if you're interested.
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    « Reply #936 on: March 05, 2015, 05:25:42 PM »


    I dont know how to rig in Maya so I guess thats out ofmy possibilities
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    « Reply #937 on: March 07, 2015, 05:22:40 PM »


    You're essentially adding Control Curves and IK/FK Handles that will be used to animate the models easier. I don't know how to properly do that yet, so I'm hoping somebody here does... You only did half of the work by rigging the bones to the model.



    Managed to make a Custom Rig myself, and successfully baked it! I disliked using HumanIK, so this is better for me.

    As a treat, here's something derpy I made to test out the rig, and have it work on BrawlBox.


    I'll add things on to the rig like Skirt, Hair and Fingers later. Just a test for now...

    If anyone is interested I can make a Tutorial as to how to create Maya Animation Rigs, if you dislike Human IK.
    « Last Edit: March 07, 2015, 05:27:00 PM by A Bloody Canadian » Logged


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    « Reply #938 on: March 08, 2015, 11:17:37 AM »


    I'm curious to know what's the difference between this and animating in BBox. Better control of interpolation?
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    « Reply #939 on: March 08, 2015, 11:34:26 AM »


    Well, for one, it features IK Handles which allow one to move the hips without moving the feet. The legs will bend accordingly based on their positions. So animating Grounded Motions will be alot easier. Secondly, it features a graph editor which allows you to change how one Keyframe transitions to another. I'm pretty sure BB has one as well, but I recall it not being as in-depth as Maya's. You can also change keyframe values with it as well.
    « Last Edit: March 08, 2015, 11:40:22 AM by A Bloody Canadian » Logged


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    « Reply #940 on: March 08, 2015, 11:51:12 AM »


    Biggest reason I'm a fan of HumanIK is bone pinning.

    But hey. Whatever is the most comfortable for you is best.
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    « Reply #941 on: March 08, 2015, 11:56:18 AM »


    Oh, don't get me wrong. My custom Maya rig still has IK Handles. But I just dislike how the feet are controlled by 2 controllers. I'm more used to working with feet controlled by one single controller. And how the toe bends will be based on some custom attributes I placed in it. Namely the Foot Roll and the Toe Tap.

    The Foot Roll allows me to peel the heel off without the toe leaving the ground.

    Toe Tap is essentially the same, except with the Toe peeling off without lifting the ball of the foot.

    I also have other custom attributes that allow me to make heel and tip toe rotations along the X Axis, and Heel and Toe Rotations along the Y Axis. All of which are custom Attributes I can change in the Channel Box.

    Having controls like this is less of a hassle for me, and it makes using the graph editor easier to manage.
    « Last Edit: March 08, 2015, 11:59:31 AM by A Bloody Canadian » Logged


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    « Reply #942 on: March 08, 2015, 02:46:13 PM »


    As a treat, here's something derpy I made to test out the rig, and have it work on BrawlBox.



    I'll add things on to the rig like Skirt, Hair and Fingers later. Just a test for now...
    Shinda? What are you doing?

    If anyone is interested I can make a Tutorial as to how to create Maya Animation Rigs, if you dislike Human IK.
    I am interested.
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    « Reply #943 on: March 08, 2015, 03:29:14 PM »


    And you seem to be the only one... lol...
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    « Reply #944 on: March 14, 2015, 12:55:56 AM »


    Tut is up for those who want it!
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