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« Reply #4155 on: December 06, 2012, 08:28:15 AM » |
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poor those who DID the original moveset to the brawlcharacter, those must have been pretty limited! anyway, that's was a pretty nice idle pose :3
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Stupid Tinypic :C
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« Reply #4156 on: December 06, 2012, 09:11:57 AM » |
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You could always rig them all to the same boneset and then have VIS0 animations control when the character "digivolves", that's how I would do it because model changers are sketchy at best. I'm having Agumon divivolve to Wargreymon as an entry and then WG digivolve to Omnimon in his final smash. -Omni
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« Reply #4157 on: December 06, 2012, 09:15:30 AM » |
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You could always rig them all to the same boneset and then have VIS0 animations control when the character "digivolves", that's how I would do it because model changers are sketchy at best. I'm having Agumon divivolve to Wargreymon as an entry and then WG digivolve to Omnimon in his final smash. -Omni
that is freaking awesome kjp did you ever think about using magnamon as veemon's digivolution? even though it is a digi egg digivolution it is actually his most powerful digivolution not counting imperialdramon dna digivolution.
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[PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.]
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« Reply #4158 on: December 06, 2012, 09:20:33 AM » |
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You could always rig them all to the same boneset and then have VIS0 animations control when the character "digivolves", that's how I would do it because model changers are sketchy at best. I'm having Agumon divivolve to Wargreymon as an entry and then WG digivolve to Omnimon in his final smash. I was going to ask Gumdramon if he could add bones onto the current Veemon boneset, and put the ExVeemon model onto that part of the boneset. kjp did you ever think about using magnamon as veemon's digivolution? even though it is a digi egg digivolution it is actually his most powerful digivolution not counting imperialdramon dna digivolution. I don't know if there is a Magnamon model. And Gumdramontold me that Imperialdramon's model and textures would be too big in file size to put into the moveset. Edit:
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« Last Edit: December 06, 2012, 09:41:02 AM by KingJigglypuff »
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« Reply #4159 on: December 06, 2012, 10:51:52 AM » |
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You could always rig them all to the same boneset and then have VIS0 animations control when the character "digivolves", that's how I would do it because model changers are sketchy at best. I'm having Agumon divivolve to Wargreymon as an entry and then WG digivolve to Omnimon in his final smash. -Omni
model changers will always outshine vyso since model changers do actually let you use the same animations for two diferent ojects by vyso you would need tons of subations and animations model changers are much simple and really easy to use thats why every transforming psa now uses them like goku,vegeta and so on why are they sketchy? they save tons of animations/subactions and you need only one comand to call them.
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« Reply #4160 on: December 06, 2012, 11:03:38 AM » |
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I was going to ask Gumdramon if he could add bones onto the current Veemon boneset, and put the ExVeemon model onto that part of the boneset. I don't know if there is a Magnamon model. And Gumdramontold me that Imperialdramon's model and textures would be too big in file size to put into the moveset. Edit: Yepa, I could do that for ya!
Also, loving the animation so far, hmm... If I had decent knowledge of animations I'd give ya tip on where to reffine... but. That's not my domain. :c
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« Reply #4161 on: December 06, 2012, 11:16:28 AM » |
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Yepa, I could do that for ya!
Also, loving the animation so far, hmm... If I had decent knowledge of animations I'd give ya tip on where to reffine... but. That's not my domain. :c
Animations are not my domain either, but I have experience with it.
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3DS Friend Code: 2895-6640-9302
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« Reply #4162 on: December 06, 2012, 12:10:33 PM » |
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Yepa, I could do that for ya! Alright. Thank you. I would like you to add those bones to the YRotN bone.
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« Reply #4163 on: December 06, 2012, 03:23:59 PM » |
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It needs more oomf.
There you go. That's all you get from me.
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Muslims are literally murderers
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« Reply #4164 on: December 06, 2012, 03:37:49 PM » |
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It needs more oomf.
There you go. That's all you get from me.
Yeah. The .gif is slower than the actual animation. But I'll update the animation though.
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« Reply #4165 on: December 06, 2012, 03:57:49 PM » |
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More good stuff and donuts
*observes thread*
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« Reply #4166 on: December 06, 2012, 03:59:54 PM » |
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model changers will always outshine vyso since model changers do actually let you use the same animations for two diferent ojects by vyso you would need tons of subations and animations model changers are much simple and really easy to use thats why every transforming psa now uses them like goku,vegeta and so on why are they sketchy? they save tons of animations/subactions and you need only one comand to call them.
You're kidding me right? When you add a model changer it modifies the file in Bb and you can't open it in PSA...and it saves filesize because adding code in PSA is the wrong thing to do you should work with what you've got before adding code and this way there is +1 more code to use. In addition all characters use VIS0 animations, in fact they have one for EVERY animation that they have in their motionetc, and since most imported models can work off of a fraction of the original visibility bones you can work with the spares and it works so nicely. Sorry but I'm not a fan of anything that disables you from working in PSA and restricts you to Brawlbox, as much as I love using that moveset editor right now even Blackjax admitted its unstable and as far as I'm concerned lack of stability is equivalent to being "sketchy". My way might require a slight bit more work but it doesn't do anything weird to the .pac, it doesn't add any file size and last but not least you can watch it work in Brawlbox by syncing VIS0. Sorry KJP that was slightly off topic but I'm simply advocating for my version of "model changing" as I believe it looks smoother. -Omni
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« Reply #4167 on: December 06, 2012, 04:32:45 PM » |
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You're kidding me right? When you add a model changer it modifies the file in Bb and you can't open it in PSA...and it saves filesize because adding code in PSA is the wrong thing to do you should work with what you've got before adding code and this way there is +1 more code to use. In addition all characters use VIS0 animations, in fact they have one for EVERY animation that they have in their motionetc, and since most imported models can work off of a fraction of the original visibility bones you can work with the spares and it works so nicely. Sorry but I'm not a fan of anything that disables you from working in PSA and restricts you to Brawlbox, as much as I love using that moveset editor right now even Blackjax admitted its unstable and as far as I'm concerned lack of stability is equivalent to being "sketchy". My way might require a slight bit more work but it doesn't do anything weird to the .pac, it doesn't add any file size and last but not least you can watch it work in Brawlbox by syncing VIS0. Sorry KJP that was slightly off topic but I'm simply advocating for my version of "model changing" as I believe it looks smoother. -Omni
kjp is using bb psa so adding the model changer wont change anything since he cant use psa since the begining i think almost everyone already uses it once you find the bugs its preety neat i already know my way around like most ppl do i even can give the specials for chars that loose them when they use bb(samus,yoshi,bowser) and bb cuts the size in everything for example if you open smbz mario by mariodk and save you cut like 40kb out of it thats something, still omni bb its already the future even if its not perfect now, it does thing psa will never be able too and people realized that for example i did the ridley psa and since bb doesnt just add info captain pac has a default size of 252 after i did ridley psa the pac now is 240 kb even 12 kb under the default if i did this on psa i would probably be almost near the limit in bb i didnt even got the default size you understand? if you open mariodk goku i think it cutes 80 kb and everything works perfectly xD filesize is very important since kjp wants to add lots of stuff in. soz for the off topic just letting omni know your already using bb psa from the start.
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« Reply #4168 on: December 07, 2012, 11:06:03 AM » |
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« Reply #4169 on: December 07, 2012, 11:28:27 AM » |
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That looks very delicious.
I'd say perhaps you could cut a few frames of A13, but the gif is just like you said; slow. xD
Nice work so far, and you really refined that A11 animation.
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