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Question: Would you want a sound packet made using Samus's voice from Other M?
Yes - 16 (76.2%)
No - 1 (4.8%)
Using voice effects from ZSS would be better and much easier - 4 (19%)
Total Voters: 21

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Author Topic: The Mother of all Samus Hacks - New Animations! See Pg. 91 Reply #1363  (Read 309360 times)
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Royal_Blade
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    « Reply #690 on: July 28, 2011, 08:56:44 AM »


    Gamma, Here are the Missle Animations:
    http://www.mediafire.com/?9dw1b1hvh8lr9a7
    The charge isn't as dynamic as actual brawl ones, but it still works as a temp.

    Gonna start the Overdrive animation.

    Edit: Overdrive animation is about 85% done.

    Edit2: Overdrive animation is done. It needs to be more smooth but it's fine right now.
    http://www.mediafire.com/?ubw3cvg5gqrxbbg
    Add this with my missle animations.

    Edit3: Here's an updated fit.pac . This should fix most of the grapple beam issues. Uh... I forgot to remove the SFX... meh, whatever.

    Can someone test the fit.pac with the most recent fitmotionetc.pac?
    Thanks!
    « Last Edit: July 28, 2011, 11:55:35 AM by Raikiri_Blade » Logged

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    Gamma Ridley
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    « Reply #691 on: July 28, 2011, 01:37:54 PM »


    I could do the morph-ball animations, if they are not already done. As for the coding, just make it like how smbz Mario uses his alt animations but so you press down you go into the ball and you can move around, then you stay like that until you press up again, like in the original games.


    I think we have the Morph Ball done. Dunno if we're gonna make her crawl or not. /:

    Gamma, Here are the Missle Animations:
    http://www.mediafire.com/?9dw1b1hvh8lr9a7
    The charge isn't as dynamic as actual brawl ones, but it still works as a temp.

    Gonna start the Overdrive animation.

    Edit: Overdrive animation is about 85% done.

    Edit2: Overdrive animation is done. It needs to be more smooth but it's fine right now.
    http://www.mediafire.com/?ubw3cvg5gqrxbbg
    Add this with my missle animations.

    Edit3: Here's an updated fit.pac . This should fix most of the grapple beam issues. Uh... I forgot to remove the SFX... meh, whatever.

    Can someone test the fit.pac with the most recent fitmotionetc.pac?
    Thanks!


    I'm guessing the Overdrive animation is for the down throw?

    If so, then I'll add these to the MotionEtc and test.

    Dunno if Weyard has fixed the texture or not, but either way, I'm gonna make another video showcase.

    If there's anything else we need to add beforehand, let me know.
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    Weyard
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    « Reply #692 on: July 28, 2011, 01:40:01 PM »


    I just woke up, so I haven't done anything yet. I'm gonna work on the model a little more before I start the texture.
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    Gamma Ridley
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    « Reply #693 on: July 28, 2011, 01:41:12 PM »


    I just woke up, so I haven't done anything yet. I'm gonna work on the model a little more before I start the texture.

    Alright, I'll go ahead and include what we have in the showcase.

    Also, Blade, have you coded the Side Smash yet?
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    Royal_Blade
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    « Reply #694 on: July 28, 2011, 01:51:44 PM »


    No, I havent done anything except fix the grapple beam issues.

    I have to do something else first, then I'll code them. Btw, How do you like my animations?

    Edit: I understand a bit of the RA stuff thanks to this:
    http://forums.kc-mm.com/index.php?topic=2708.0
    It was really useful.
    « Last Edit: July 28, 2011, 01:56:12 PM by Raikiri_Blade » Logged

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    « Reply #695 on: July 28, 2011, 01:58:08 PM »


    No, I havent done anything except fix the grapple beam issues.

    I have to do something else first, then I'll code them. Btw, How do you like my animations?

    Edit: I understand a bit of the RA stuff thanks to this:
    http://forums.kc-mm.com/index.php?topic=2708.0
    It was really useful.


    Well.... I dunno, the animation don't really look like she's shooting a Missile...

    You know? They just don't have that.... "oomph," for lack of a better term.

    I think we should stick to the ones I made.

    The only reason you didn't want to keep them was because of the tilts, correct?
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    Royal_Blade
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    « Reply #696 on: July 28, 2011, 02:04:52 PM »


    Why not use them for now, then make better ones later.
    Mine at least link well from the previous animations. (No offense.)

    And not just the tilts, the animation would've looked dumb in game. She'd hold her cannon out then randomly angle it up when she releases? It wasn't the greatest.

    Also, Let's see them in-game, maybe you'd change you're mind.
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    « Reply #697 on: July 28, 2011, 02:05:50 PM »


    Are you programming it to use the Missile-Gun model during the animations or is it still using the normal gun?
    That could help the look of them quite a bit.
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    Gamma Ridley
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    « Reply #698 on: July 28, 2011, 02:17:51 PM »


    Why not use them for now, then make better ones later.
    Mine at least link well from the previous animations. (No offense.)

    And not just the tilts, the animation would've looked dumb in game. She'd hold her cannon out then randomly angle it up when she releases? It wasn't the greatest.

    Also, Let's see them in-game, maybe you'd change you're mind.


    .... I don't think you realize how I made those animations.

    They came straight from her Side B animation. They weren't custom.

    The reason they look different is both the speed of the animation (which I presume is modified in the original Samus .pac file) and graphical effects.

    Here's a picture for comparison:



    All that was missing is the smoke effect and the actual Missile, which was making it look weird.

    Here's yours:


    Also, here's the Overdrive animation:



    It looks good, it just needs to be slowed down and adjusted a bit.

    Would you know how to fix these problems?

    Up Smash


    Up Throw

    I read somewhere that they're linked to events in PSA that detect floor collisions, but I'm not exactly sure...


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    Royal_Blade
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    « Reply #699 on: July 28, 2011, 02:23:43 PM »


    Once I get the PSA for the missles going (To make the side smash actually shoot missles) Then we'll choose the animation after that. Because The effects make the difference.

    And SDoom was going to help with the PSA for the throws. So He might know how to fix them. Cause the throws are still stuck with the grapple beam.

    @Weyard: Samus has no Missle-Gun model... They're fired from her plain arm cannon.
    « Last Edit: July 28, 2011, 02:25:51 PM by Raikiri_Blade » Logged

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    « Reply #700 on: July 28, 2011, 02:27:39 PM »


    Once I get the PSA for the missles going (To make the side smash actually shoot missles) Then we'll choose the animation after that. Because The effects make the difference.

    And SDoom was going to help with the PSA for the throws. So He might know how to fix them. Cause the throws are still stuck with the grapple beam.

    Alright, sounds good to me.

    ... now I have to re-download my other MotionEtc, because I completely replaceed the animations with yours without thinking that I might need to keep a backup on-hand. XD

    And did you see the last part of my previous post? By which I mean, do you know how to fix those?
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    Weyard
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    « Reply #701 on: July 28, 2011, 02:31:16 PM »


    Once I get the PSA for the missles going (To make the side smash actually shoot missles) Then we'll choose the animation after that. Because The effects make the difference.

    And SDoom was going to help with the PSA for the throws. So He might know how to fix them. Cause the throws are still stuck with the grapple beam.

    @Weyard: Samus has no Missle-Gun model... They're fired from her plain arm cannon.
    I thought it replaced the model with one where the tip was opened up. So are each of the frontal pieces attached to a bone that opens in the animation?
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    Royal_Blade
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    « Reply #702 on: July 28, 2011, 02:32:03 PM »


    I don't know what the problems are. Is the animation messed up or something?

    @ Weyard, They don't exist at all in Brawl.
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    « Reply #703 on: July 28, 2011, 02:34:35 PM »


    I thought it replaced the model with one where the tip was opened up. So are each of the frontal pieces attached to a bone that opens in the animation?

    .... I don't even think the Arm Cannon opens up in Brawl.... does it?

    I don't know what the problems are. Is the animation messed up or something?

    Nope, the animations are fine. If you'll look at the previous video I posted, they look fine in Brawl Box.

    Like I said in that other post, I think they're related to an event in PSA that detect floor collisions, and so they prevent legs from being animated beyond a certain point.

    I remember seeing a thread made a loooooooooooooooong time ago where they were facing a similar problem with Lucario, and it was fixed via PSA.
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    « Reply #704 on: July 28, 2011, 02:36:18 PM »


    Hmm... I'll see what I can do.
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