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Author Topic: Large Leader's PSA's™: Closing!  (Read 350848 times)
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Large Leader
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    « Reply #765 on: July 17, 2014, 11:01:59 PM »


    So after a very, very, very long time (actually, since the name "Kakusei" was revealed). I finally got my hands on Fire Emblem: Awakening...

    The fact that I just got it, goes hand in hand with the following picture:



    It's happening, folks.
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    « Reply #766 on: July 19, 2014, 01:38:24 AM »


    How do you animate?  The last post's animations are very stiff.  My workflow includes turning the default key tangents to Stepped mode and then make all the core key frames.  This allows me to focus just on the keyframes and timing without worrying about or being distracted by weird interpolation issues.  I call that the blocking phase.  After that, I work on small segments. I convert the keys to linear or spline.  At this stage, I'm making sure the things animate nicely between within a segment.  This is where the "sub"(?) animation comes in and I focus less on the keyframes, and more on the way things move throughout.  After that, I hit the graph editor to make nice clean curves and ensure things are doing what I think they should.  Then I repeat for the next segment.  That's my workflow with HIK and it seems to work good so far. 
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    « Reply #767 on: July 19, 2014, 09:40:51 AM »


    Yeah, I struggle a lot with interpolation, and it ends up screwing up some of my animations.

    I'm not happy with the last posts animations either, but they're better than what I had before, imo. I'm going to redo it again, sooner or later.

    Right now, I'm working on:

    -Dark Link's fall animations and aerials. After that, I have to do his tilt attacks, and then finally his Up Special, Aerial Side Special, Aerial Down Special, and Final Smash.
    -My old SS Link (cleaning up the coding)
    -New FS for Roy
    -Fixing an Ext Gfx Error on Hector
    -Chrom
    -Starting to learn how Modelling works (specifically want to make a custom model for SS Link's Skyward Strike).

    My Final Fantasy Hacks are on hold until I improve the rigs. Looking back, I'm not happy with either Zack or Tidus' rig.
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    « Reply #768 on: July 24, 2014, 12:29:45 PM »


    So I started to work on Roy's new Final Smash



    I know exactly how I want to code it, but the problem is there... Why does he stomp his foot? (I'm assuming TSG or KJP are going to show up and help out :V)
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    « Reply #769 on: July 24, 2014, 01:08:22 PM »


    Is that baked?  Try sampling every frame?

    Check the curve? It looks like a duplicate frame with bad tangents.
    « Last Edit: July 24, 2014, 01:09:13 PM by TheShyGuy » Logged

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    « Reply #770 on: July 24, 2014, 01:52:37 PM »


    Is that baked?  Try sampling every frame?

    Check the curve? It looks like a duplicate frame with bad tangents.


    Not baked yet. It's still in maya, which is kinda worrying me.

    And... in english please Tongue

    Post Merge: July 24, 2014, 02:25:34 PM



    Fixed the problem. I added a few more inbetweens after making the gif, so the final result is slightly slower. But still the same concept.
    « Last Edit: July 24, 2014, 03:15:17 PM by Captain Falcon » Logged



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    « Reply #771 on: July 24, 2014, 03:18:17 PM »


    Curve: Select a bone/joint/control(Human IK). Open the graph editor (Window->Animation->Graph Editor).  The curves you see are what I'm talking about. The tangents, like in BB, show when selecting a keyframe (the dots on the curve/line). The tangents just affect the err curve heh of the...curve....lol that's not helpful.  You're just gonna have to look at the curves and make sure there isn't anything weird going on.
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    « Reply #772 on: July 24, 2014, 03:29:22 PM »


    So it was what I thought it'd be lol

    Thanks for giving that tip to KJP about changing tangents to Linear. It works beautifully.

    Post Merge: July 25, 2014, 05:49:34 PM
    New Roy Taunt/Entry animation



    I'll probably add more of a pause when he raises the sword, so it bursts into flame before he spins it and sheaths it.
    « Last Edit: July 25, 2014, 05:50:05 PM by Captain Falcon » Logged



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    « Reply #773 on: August 02, 2014, 01:58:40 PM »


    Stream Up
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    « Reply #774 on: August 14, 2014, 08:08:00 PM »


    I've been really quiet as of late, and there's a lot of reasons for that:

    -I've been tinkering on Roy. Got a couple of more animations for him. But nowhere near as far as Dark Link, who I have not worked on at all.

    -I'm completely rerigging Tidus along with his alt costumes from the Dissidia games

    -I've been acquiring more models to rig. And with more models, means more PSA's, which I'm not too keen on.

    -I've kinda been bored with Brawl hacking. Not planning to leave permanently any time soon, though.

    See you guys around.
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    « Reply #775 on: August 25, 2014, 07:09:26 PM »


    Is this my third time on Zack? Can't tell anymore.

    I moved the hand bones to match his fingers more.




    Restarted the Tidus rig from the beginning: His model rip from Dissidia. Thanks to Satoshi, I also have his alternate costumes. Right now, he's already TPosed and waiting to be rigged, so this is an old picture.



    Also restarted Zed. Going to put him on Link. He won't be an import, I'm planning to make him a full  custom moveset:



    Boneset is going to use Link's as a base.
    « Last Edit: August 25, 2014, 07:13:30 PM by Captain Falcon » Logged



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    « Reply #776 on: August 26, 2014, 01:06:41 PM »


    Omg that Zack and Tidus o..o Those models do look pretty amazing. I can't wait....But I have to XD
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    Large Leader
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    « Reply #777 on: August 26, 2014, 02:36:08 PM »


    Omg that Zack and Tidus o..o Those models do look pretty amazing. I can't wait....But I have to XD

    Considering that I'm kind of a perfectionist when it comes to rigging and animating, it might take a while Tongue

    Zack will have all of his costumes from Crisis Core (First Class, First Class with Buster Sword and Slicked back hair, Beach)

    The reason Second Class and End Game Zack aren't listed is because they're pretty much just texture differences. If there are actual model differences, then I'll rig them up.

    Tidus already has a good amount of work done on him, but I might have to redo a lot of it after rerigging him.

    And Zed is in his own little world. By far probably the hardest I'll have to rig, animate, and PSA.
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    « Reply #778 on: September 02, 2014, 02:38:37 PM »


    I don't do this often...

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    « Reply #779 on: September 04, 2014, 04:57:45 PM »


    Low quality animations incoming:

    Ignore the fact that the Monado is in his hand, that the other Monado isn't on his back, and that his hands are white.

    Was in a rush to do these, but they're "okay". I'm going to improve them in the future.





    I know the second one looks a bit choppy. Takes a literal second to fix, so it'll look much more smooth.


    Attack13 with messed up rotations on the ending. Will fix in BBox.



    Next is the Bair (coming soon). Which oddly enough is the same animation I made for my Roy PSA with a couple of changes.
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