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« Reply #4470 on: August 10, 2013, 01:15:11 PM » |
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Does this mean you have given up on Raptor? Not entirely. For some reason, I don't really feel like working on Raptor at the moment. Though I'll ask Tormod if he'd like to get into animating Raptor again, once he gets things settled out.
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« Reply #4471 on: August 10, 2013, 01:33:52 PM » |
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so why are you trying to make deoxys transform using the downB? i think it would be much better to actualy transform on the dowm taunt like in the video instead of loosing a special move enterily imo.
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« Reply #4472 on: August 10, 2013, 02:08:41 PM » |
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so why are you trying to make deoxys transform using the downB? i think it would be much better to actualy transform on the dowm taunt like in the video instead of loosing a special move enterily imo. It's a possibility that I'll make the Form Change use the Directional pad, rather than Down + B + Control Stick. If Mr.MW finds it too difficult to map his edit to Down + B + Control Stick, then I'll change the Form Change move to the Taunts. Although CPU players never taunt, outside of getting a KO. I'm also not sure if it would work in the air. I'll send him a PM about this.
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« Reply #4473 on: August 10, 2013, 05:10:44 PM » |
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i think it'd work best if you just made the forms come out DURING certain moves... i.e. a SideB like extremespeed or something turning him into his speed form; his DownB could be a kind of sheild or counter (maybe mirrorcoat?) and make him curl up in his defense form and reflect; his smash attacks could bring out the attack form for a second; etc.... .... i'm saying this because it's not gonna be fun enough if you have to remember to change forms all the time ....i'd (personally) rather he be less dependent on the forms for strategy, and actually have the forms be just an aesthetic thing
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I'M JUST A DOOD
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« Reply #4474 on: August 10, 2013, 05:54:48 PM » |
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i think it'd work best if you just made the forms come out DURING certain moves... i.e. a SideB like extremespeed or something turning him into his speed form; his DownB could be a kind of sheild or counter (maybe mirrorcoat?) and make him curl up in his defense form and reflect; his smash attacks could bring out the attack form for a second; etc.... .... i'm saying this because it's not gonna be fun enough if you have to remember to change forms all the time ....i'd (personally) rather he be less dependent on the forms for strategy, and actually have the forms be just an aesthetic thing Eh... I don't think I'll do that. I'd like to make Deoxys have a complex moveset, so more people can see just how far Brawl Modding has gotten over the years. Something that will really catch people's attention.
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« Reply #4475 on: August 10, 2013, 06:07:07 PM » |
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still kjp for not using codes and whatnot that would only work for ntsc users some model changers would be the way to go imo just look at jrush ichigo he has 5 transformations and all by model changers since we can add model changers in bb he has 4 modes to the psa and deoxys would be easily rigged to the same boneset due to most of them not even have fingers or feets, this would be the best way imo instead of using a filepatch code just for your psa.
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« Reply #4476 on: August 10, 2013, 06:38:39 PM » |
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still kjp for not using codes and whatnot that would only work for ntsc users some model changers would be the way to go imo just look at jrush ichigo he has 5 transformations and all by model changers since we can add model changers in bb he has 4 modes to the psa and deoxys would be easily rigged to the same boneset due to most of them not even have fingers or feets, this would be the best way imo instead of using a filepatch code just for your psa. So I see. But unlike Ichigo (though I assume his other forms in that moveset just use different textures with the same model), Deoxys has different bodily structures with its Forms. Things such as bone placements and hurtbox placements would make things very difficult, because you can only have a limited amount of hurtboxes, and bone placements (i.e. item bones) only work with one model. File size is also a huge issue. But... I'll give it a try if my tests with Mr.MW's edited code (once he's done with it) turn out as failures.
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« Reply #4477 on: August 10, 2013, 07:48:11 PM » |
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I think the transformations would work good as a downB. It feels more like a ssb move set that way in my opinion. Losing a special wouldn't be a problem because there will already be multiple forms for a more diverse move set. One thing in favor of taunt transformation is that 4 forms is a lot to rotate through with one command. With the Dpad you could have different directions send you to the different forms to allow for a more strategic play style.
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« Reply #4478 on: August 10, 2013, 07:59:40 PM » |
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I think the transformations would work good as a downB. It feels more like a ssb move set that way in my opinion. Losing a special wouldn't be a problem because there will already be multiple forms for a more diverse move set. One thing in favor of taunt transformation is that 4 forms is a lot to rotate through with one command. With the Dpad you could have different directions send you to the different forms to allow for a more strategic play style. Also, pressing Down + B + Another Control Stick Direction would seem a bit strenuous/tedious in the long run. Which was another factor that leaned me towards the Directional Pad.
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« Reply #4479 on: August 11, 2013, 01:18:11 AM » |
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you can preety much rigg them all with the same boneset and the same hurtboxes the arms are all on the same hight same for the legs and such i dont see a single problem in all of them using the same bonestructure you should experiment with pokepark deoxys and brawl attack deoxys while you cant find the other 2 and try to rigg them on the same pcs to use model changers.
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« Last Edit: August 11, 2013, 02:31:44 AM by Carnage »
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« Reply #4480 on: August 11, 2013, 06:34:27 AM » |
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you can preety much rigg them all with the same boneset and the same hurtboxes the arms are all on the same hight same for the legs and such i dont see a single problem in all of them using the same bonestructure you should experiment with pokepark deoxys and brawl attack deoxys while you cant find the other 2 and try to rigg them on the same pcs to use model changers. That's a good point, the overall body structure is essentially the same so hit/hurt boxes could just be the same. The other two models would just need to be made at some point.
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« Reply #4481 on: August 11, 2013, 09:31:26 AM » |
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That's a good point, the overall body structure is essentially the same so hit/hurt boxes could just be the same. The other two models would just need to be ripped at some point.
Lemme fix that for you.
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3DS Friend Code: 2895-6640-9302
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« Reply #4482 on: August 11, 2013, 10:28:36 AM » |
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I don't think it's possible for me to have all 4 Forms share the same boneset. Take a look of the screencaps I took of Pokepark Wii's Normal Form and Brawl's Attack Form side-by-side in 3ds Max. I'll note off the differences these two forms have. -Normal Form is slightly taller than Attack Form. -Attack Form's torso is wider, thinner, and slightly higher than Normal Form's torso. -Normal Form has two types of arms. -Normal Form's arms are slightly thicker and shorter than Attack Form's arms. -Normal Form's neck is thinner, and slightly longer than Attack Form's neck. -Normal Form's hip is wider, and slightly higher than Attack Form's hip. -Normal Form's waist is thinner than Attack Form's waist. -Attack Form's knees are slightly lower than Normal Form's knees. -Attack Form's legs are thinner and more close together then Normal Form's legs. Attack Form's legs also face backward (but I can fix that easily). -Attack Form's tail thing is longer, and slightly larger than Normal Form's tail thing. Attack Form's tail thing also points downward, while Normal Form's tail thing points upward (though I might not rig this). On a somewhat unrelated note, I'll be updating my planned Deoxys moveset with some new moves (though not very many). Lemme fix that for you. I made a request thread for that. =P
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« Reply #4483 on: August 11, 2013, 11:10:21 AM » |
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cmon kjp theres something called slightly adjust the model, how do you think ppl model import? everyone slightly adjust the models its not by modyfing afew inches that the model wont look like the original, if everyone tough that way we wouldnt have model imports becuase no character perfectly fits over any brawl char you cant expect to be 100% match rig every single one of the imports on the vault were moved to fit the bones its call fit the model to the bones not the bones to the model or every model import would require animations edits
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« Reply #4484 on: August 11, 2013, 01:26:46 PM » |
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cmon kjp theres something called slightly adjust the model, how do you think ppl model import? everyone slightly adjust the models its not by modyfing afew inches that the model wont look like the original, if everyone tough that way we wouldnt have model imports becuase no character perfectly fits over any brawl char you cant expect to be 100% match rig every single one of the imports on the vault were moved to fit the bones its call fit the model to the bones not the bones to the model or every model import would require animations edits This is a PSA, not a one-slot rig, so I have more freedom with the bones. When it comes to me making rigs for my PSAs, I want the bone placements and rigs to be as perfect as I can make them. Another thing to note is that I'm bad with vertex editing. Another thing to consider is File Size. I'll admit, I'm quite paranoid, when it comes to file size.
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