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Author Topic: Large Leader's PSA's™: Closing!  (Read 355714 times)
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    « Reply #720 on: May 04, 2014, 07:17:32 PM »


    I'll do my best Tongue

    Just curious, which one do you think was better JRush's or DO's?

    Post Merge: May 04, 2014, 05:51:00 PM


    Here's a Blitzball throw animation based off Dissidia.

    A little too... choppy in my opinion. But it's good enough for now.


    DO's for sure. So it is a bit op but I balanced that out myself for use in my brawl.
    I did try JR's "Tidus" but not only was the only thing I could relate to Tidus in anyway his model, but the moves were so choppy and some even seemed to start in the middle of their animation. He felt about 40% complete as a character and didn't have any "Tidus" vibe at all.
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    « Reply #721 on: May 06, 2014, 04:06:45 PM »


    DO's for sure. So it is a bit op but I balanced that out myself for use in my brawl.
    I did try JR's "Tidus" but not only was the only thing I could relate to Tidus in anyway his model, but the moves were so choppy and some even seemed to start in the middle of their animation. He felt about 40% complete as a character and didn't have any "Tidus" vibe at all.


    Well, I'll try my best to make Tidus as accurate I can to both FFX and Dissidia. Such as the Spiral Cut animation being taken from FFX while Tidus' Front Smash (Cut and Run, I believe) is from Dissidia. The models will also be from Dissidia along with rigging his FFX themed costume from Dissidia.



    Updated the OP ever so slightly.

    Will hopefully get more work done on Tidus tomorrow.



    Here's the first kick for the Jecht Shot.

    I think I accidentally took out too many keyframes...

    Whoops.




    I'm happy to announce that JRush has given me permission to use his animations/models for my own hacks (giving him credit/collab credit ofcourse).

    What does this mean?

    It means that I don't have to make every single animation from scratch. Although, I'd like to, but for the sake of progress, I'll use JRush's. Hopefully in future releases I'll be able to make my own.



    IMPORTANT: Tidus will be over Link now, instead of Ike.
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    « Reply #722 on: May 12, 2014, 06:19:18 PM »


    <a href="http://youtu.be/AMxUUGln7Ns" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/AMxUUGln7Ns</a>


    Here's Cut and Run

    Needs the Hold animation.
    Also needs Tidus to throw his sword into the air and catch it (he'll do it at the part where he spins).
    Need to decide whether he's going to go to his wait animation or fall animation
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    « Reply #723 on: May 15, 2014, 01:43:57 PM »


    The animation is pretty stiff.  How about adding a more lively anticipation and end recoil for the flip.  You may also wanna take a look at some backflip references because I'm sure no-one is able to do a backflip while being stiff as a board. 

    Take a look at some animation princiciples too
    http://en.wikipedia.org/wiki/12_basic_principles_of_animation
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    « Reply #724 on: May 16, 2014, 07:47:26 PM »


    Yeah, I'm going to be definitely reworking the backflip. It was a mission for me to make Maya rotate it properly.

    The lack of recoil is because I was basing it off of Dissidia, where he doesn't have much recoil after jumping backwards.

    Post Merge: May 16, 2014, 07:46:40 PM


    Got the custom Rig working

    But for some reason, when I play using VBrawl Link (I'm using BEx), VBrawl Link ends up being Tidus as well. Don't know why, but eh. I got this much working.

    That and I need to do something with those "transparencies" on Brotherhood, Caladbolg, the shirt thing, the collar thing, and the short/pant things.
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    « Reply #725 on: May 19, 2014, 12:49:07 PM »


    Was testing the custom rig with dolphin. I need to get a better recording utility. It dropped my FPS from 60 to 30-25

    https://www.youtube.com/watch?v=fElVswY9P34


    That and I have no idea what the hitbox was up to when it froze. Hopefully it's just PSA problems.



    It is indeed a PSA problem, so that'll be an easy fix

    Post Merge: May 19, 2014, 07:25:58 PM
    Updated OOT Magic Link coding and animations.

    Have fun!

    Post Merge: May 20, 2014, 12:02:26 AM
    I'll be animating Din's Fire (yet again) along with looking for (or maybe even making and texturing) a model for Din's Fire as well.
    « Last Edit: May 20, 2014, 12:02:26 AM by Tidus » Logged



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    « Reply #726 on: May 20, 2014, 06:46:25 PM »


    Looking good so far... I gotta say, this is one of the characters I'm most excited for.. The animations thus far are looking really smooth.
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    « Reply #727 on: May 20, 2014, 09:04:00 PM »


    Thanks Smiley

    Update on Din's Fire






    Not sure which one I want to use for Din's Fire. Leaning towards the second one.
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    « Reply #728 on: May 20, 2014, 11:07:49 PM »


    They need startups. They move too fast to the ground pose.  The second one is nicer, but his sword is in the way of his face.  

    Here's a reference in case you need one. Go to 2:10

    www.youtube.com/watch?v=EMnUR-z84tU


    A few key differences are the start up and the end key frame.  Link's body is actually more on his right side.  His right elbow is more back and up too.  His head also down to the right instead of left and hitting his sword.  Although it's hard to tell + I never played the game, but I'd say his left arm should be more straight then bent.
    « Last Edit: May 20, 2014, 11:09:40 PM by TheShyGuy » Logged

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    « Reply #729 on: May 20, 2014, 11:55:09 PM »


    Well he basically used Ganondorfs SpecialAirS and SpecialLwEndAir as the base animations for these. Still nice though.
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    « Reply #730 on: May 22, 2014, 03:01:40 PM »


    I had made an animation for Din's Fire, but my display drivers crashed and when that happens almost every program I have running crashes. Just went with Ganon's animations for the sake of presentation.

    Initially, I wanted to base it off OOT, but after seeing that neither Nayru's Love or Farore's Wind would be 100% accurate to OOT (especially Farore's Wind, which is 0% accurate to OOT), I've decided to use a different animation.

    I also concepted it out, so hopefully it'll turn out good Tongue



    So I did a thing

    <a href="http://youtu.be/M-LZt_JNgRs" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/M-LZt_JNgRs</a>


    I didn't use the updated Din's Fire animation, nor did I use the updated code for Nayru's Love and Din's Fire for the preview. But it should all be there in the download.
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    « Reply #731 on: May 25, 2014, 09:02:24 PM »


    You should use Links Gale Boomerang GFX for Farore's Wind. Maybe tilt it horizontally so it's shooting from the palm of his hand.
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    « Reply #732 on: May 26, 2014, 12:30:37 AM »


    I think I have the gfx that I'm going to use for it somewhere on my hard drive, just need to actually add it in.



    <a href="http://youtu.be/_VQi2IXhCJw" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/_VQi2IXhCJw</a>


    Just an update on Tidus

    I have no idea what's going on with the gfx
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    « Reply #733 on: May 28, 2014, 07:47:40 PM »


    I'm still alive guys!

    <a href="http://youtu.be/m73Fq1U1dr0" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/m73Fq1U1dr0</a>


    Here's a small updated Preview of Tidus. Enjoy Smiley

    I know there are problems (such as the feet going through the ground and that the Blitzball shows up during the fall animations, which has been fixed). I still have a problem with the second Blitzball throw which STILL refuses not to connect. The first and the last one are fixed.
    « Last Edit: May 28, 2014, 07:48:57 PM by Tidus » Logged



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    « Reply #734 on: May 28, 2014, 08:15:23 PM »


    With every preview, my anticipation grows... I can't get passed how fluid everything looks.

    Keep up the awesome work!
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