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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 134500 times)
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Nao-chan
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    « Reply #345 on: January 23, 2014, 09:57:57 AM »


    Hey Amarythe, I just did a revision to one of your animations. It's Ike's lord class Wait1 animation. Hopefully Imgur won't be a lousy B to me and I can upload it to show you.

    Edit: Damn it, didn't work. It never does for me I don't even know why I try. Whatever. Here's a DL instead.https://www.dropbox.com/sh/xm95ard5y9pfqnb/foFdYBK8KF

    I used in game footage to get it as close as I could but to still keep it fresh, and new.
    « Last Edit: January 23, 2014, 10:04:30 AM by HeavyD88 » Logged

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    Amarythe
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    « Reply #346 on: January 23, 2014, 04:58:28 PM »


    Aaaaaw HD, this is fantastic. The flow on that cape is insane! Thanks a bunch, this is a huge improvement on an animation I wasn't looking forward to redoing!

    Expect a nice little collab spot on that next release. Wink
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

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    « Reply #347 on: January 24, 2014, 12:00:09 PM »


    Aaaaaw HD, this is fantastic. The flow on that cape is insane! Thanks a bunch, this is a huge improvement on an animation I wasn't looking forward to redoing!

    Expect a nice little collab spot on that next release. Wink
    Thanks man. I'm good at doing wait animations anyway. I'm also helping OmegaS3 with some of his stuff. You are very welcome.
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    « Reply #348 on: January 24, 2014, 12:10:04 PM »


    I wouldn't worry about animating the cape too much. Brawls physics take care of almost all of it. Unless its a cape flip or something.
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    « Reply #349 on: January 24, 2014, 12:45:32 PM »


    I wouldn't worry about animating the cape too much. Brawls physics take care of almost all of it. Unless its a cape flip or something.
    It really wasn't that much of an animation. It was really just a little bit to make it look like it's blowing in the breeze, a gentle breeze not a heavy one that the aesthetic wind effect gives you.
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    « Reply #350 on: January 24, 2014, 04:44:15 PM »


    I wouldn't worry about animating the cape too much. Brawls physics take care of almost all of it. Unless its a cape flip or something.
    Yes, I've noticed this. A lot of my animations where I've neglected capes turned out fine. But...

    I was wonderin', what would I do provided I WANTED the cape to forego it's usual physical properties? That is to say, if I wanted a cape animation to look just like it does in BB? I need this for a certain Ganondorf attack. Is this even possible?
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #351 on: January 24, 2014, 04:49:43 PM »


    Yeah, Thany did it for Roys side smash.
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    « Reply #352 on: January 24, 2014, 05:11:20 PM »


    Yes, I've noticed this. A lot of my animations where I've neglected capes turned out fine. But...

    I was wonderin', what would I do provided I WANTED the cape to forego it's usual physical properties? That is to say, if I wanted a cape animation to look just like it does in BB? I need this for a certain Ganondorf attack. Is this even possible?
    I think you just have to have a lot of key frames in the animation. That's what happened when I did it with Ganon and Marth. Oh and one of Ikes taunts that I did.
    « Last Edit: January 24, 2014, 05:42:38 PM by HeavyD88 » Logged

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    « Reply #353 on: January 24, 2014, 06:18:39 PM »


    I may just do this for that Wait animation you gave me too, haha. Seriously, that cape flow is slick.

    ...Any more specific advice?
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #354 on: January 24, 2014, 06:33:39 PM »


    I may just do this for that Wait animation you gave me too, haha. Seriously, that cape flow is slick.

    ...Any more specific advice?
    Thanks I'm glad you like what I did with him. Honestly I'm just going off of what I did myself. I made the cape on each bone have a key frame/edit every 15 to 20 frames first moving the cape out and upwards then once I reached close or right at halfway through the animation start animating it going down with the bottom coming to rest last. It worked for me for the most part. That's all I got really. Since you've seen my animation for Ike that should help you understand what I mean. If you look at every 20 or so frames you'll see my edits to the cape bones.
    « Last Edit: January 24, 2014, 06:36:27 PM by HeavyD88 » Logged

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    « Reply #355 on: January 28, 2014, 08:38:09 PM »


    Have you figured out how to animate Ganon's cape properly?
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    « Reply #356 on: January 29, 2014, 04:11:53 PM »


    Well, I haven't tried anything with it yet. I've been texturing like mad lately... I oughtta get back to my PSAs, I know. But... texturing is so much easier. xD I'm really close to finishing a FitChar00 texture for almost every single character. That, and I just released an awesome OoT Zelda.

    I should be able to figure it out tho.
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #357 on: January 29, 2014, 05:44:42 PM »


    Yeah I saw it in the vault. She looks good. A job well done.

    Damn you're almost done with all the textures for your characters!? That was pretty quick.
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    « Reply #358 on: January 29, 2014, 06:50:27 PM »


    Nah dude, only the MAIN costumes of each character. The project plans to alter nearly EVERY slot available. Despite all that progress, I've still got a loooooooooooong way to go, haha!

    As a matter of fact, I just finished up my OoT Link, using PM 3.0's as a base. Haven't tested it yet, so I doubt I'll see it released until tomorrow.
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

    Nao-chan
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    « Reply #359 on: January 29, 2014, 06:52:42 PM »


    Nah dude, only the MAIN costumes of each character. The project plans to alter nearly EVERY slot available. Despite all that progress, I've still got a loooooooooooong way to go, haha!

    As a matter of fact, I just finished up my OoT Link, using PM 3.0's as a base. Haven't tested it yet, so I doubt I'll see it released until tomorrow.
    I can test him for you. I do that a lot on here anyway.
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