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Author Topic: WIP Workshop  (Read 4692100 times)
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SatoshiKura
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    « Reply #14100 on: May 07, 2014, 08:49:00 PM »


    "Time to tip the scales!" Chrom is going to have an amazing partner in doubles. Do you have plans for alternate hair colors, or can we adjust it ourselves?

    I'll be including recolors based on other characters, but yes, you can easily adjust the hair and eyes. I've already decided to include PSDs so you guys can make recolors (hopefully) easily as well, so knock yourselves out! I'm just about finished texturing him as well, so all that's left is rigging. Let's hope it goes well!

    Plans for stuff:
    Recolor plans:

    In order, they are:
    Default
    Sully
    Stahl
    Validar
    Libra
    Generic Blue/Frederick (just get the hair color from Stahl)

    CSP Pose plan:


    « Last Edit: May 07, 2014, 08:51:56 PM by SatoshiKura » Logged


    Kyouma
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    « Reply #14101 on: May 07, 2014, 09:20:31 PM »


    Any ideas of what do I do with those armor-like things?

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    Bad Box Art Mega Man
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    « Reply #14102 on: May 07, 2014, 09:29:37 PM »


    those eyebrows arent nearly big enough Tongue

    as for the 'armor-like things', if your refering to the shoulder pad ruffles, i would just rig them to the arms.
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    Segtendo
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    « Reply #14103 on: May 07, 2014, 09:37:25 PM »


    I'd rig them to the shoulders.
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    Kage Ryu
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    « Reply #14104 on: May 07, 2014, 09:52:09 PM »


    Any ideas of what do I do with those armor-like things?

    Ya know, if you're really ambitious, you'll rig them to Marth's armor bones, LArmor01N and RArmor01N. (;

    Or to the ShoulderN bones, or perhaps a compromise. But I'd say at least try it with the armor bones.
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    the_randomizer
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    « Reply #14105 on: May 07, 2014, 10:37:23 PM »


    Ya know, if you're really ambitious, you'll rig them to Marth's armor bones, LArmor01N and RArmor01N. (;

    Or to the ShoulderN bones, or perhaps a compromise. But I'd say at least try it with the armor bones.

    ShoulderN eh? I've always had bad luck rigging it to those bones Laugh
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    « Reply #14106 on: May 07, 2014, 11:14:59 PM »


    ShoulderN eh? I've always had bad luck rigging it to those bones Laugh
    I've always rigged to them. They're transitional bones, so you don't want to ever have a vertex that is 100% weighted to them, but shoulders will move very smoothly if you properly blend the vertices smoothly between BustN, ShoulderN, and Shoulder J.

    That said, the Armor01N bones on Marth are directly attached to the ShoulderN bones, which is what makes it possible for Marth's pauldrons to flow with his shoulder angle in animations but still move independently when necessary.

    ShoulderN does take quite a bit of getting used to, though, but I recommend taking the time to deal with them if the model doesn't have toylike arms or something.
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    SatoshiKura
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    « Reply #14107 on: May 08, 2014, 04:55:54 AM »


    I think my 3DS Max's DAE exporter is either faulty, or Brawlbox is causing major problems. I've got Robin all rigged and set up (tried it at least four or five times with multiple exports), tested him ingame, and all I end up with his a big mess of problems. The first time, the model showed up in the middle of the stage as just a jumble. The second, he didn't even appear. The third, he showed up, but his textures were all wonky. The last try was when I tried setting him up fully from the third, which had just been an import and test right away without tweaking anything, and he ended up facing TOWARDS the camera and wasn't able to move, as well as causing considerable lag.

    If at all possible, might someone export him for me and get him set up? I'll send the .max file and everything else needed. My 3DS Max version is 2010 and I'm using the latest Brawl Box.
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    BlueBrain
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    « Reply #14108 on: May 08, 2014, 06:03:11 AM »


    The textures being wonky is a bug in the latest brawlbox, you need to go to the shader0 of the mdl0, and change the textureref0 to true, at least that's what i've understood about the matter from reading here and there about the issue, if i'm wrong i hope someone who actually knows how to fix it and has tested it already will tell you how to fix it properly.
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    Kyouma
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    « Reply #14109 on: May 08, 2014, 07:56:11 AM »


    those eyebrows arent nearly big enough Tongue
    I know that
    Ya know, if you're really ambitious, you'll rig them to Marth's armor bones, LArmor01N and RArmor01N. (;
    hmm this is probably what I will do, I mean, I noticed that if I rig them to the ShoulderJs or the ShoulderNs, they will move among them and get distorted, also I will need to move the ShoulderJs a bit to make the boneset fit the model, but thats not a problem because I can make a sizemod with the cape bones
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    Kage Ryu
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    « Reply #14110 on: May 08, 2014, 10:32:20 AM »


    hmm this is probably what I will do, I mean, I noticed that if I rig them to the ShoulderJs or the ShoulderNs, they will move among them and get distorted, also I will need to move the ShoulderJs a bit to make the boneset fit the model, but thats not a problem because I can make a sizemod with the cape bones
    I would at least leave the center cape bones alone, because you can probably rig the hair to that.

    I've never done that myself, but I know the inverse is possible (cape rigged to hair bones, a la P:M's Shadow Peach).


    And she should also have gigantic rays of blinding yellow light appear for her FS eyes! 8D
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    Tormod
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    « Reply #14111 on: May 08, 2014, 12:32:48 PM »


    I would at least leave the center cape bones alone, because you can probably rig the hair to that.

    I've never done that myself, but I know the inverse is possible (cape rigged to hair bones, a la P:M's Shadow Peach).


    And she should also have gigantic rays of blinding yellow light appear for her FS eyes! 8D
    That's a good idea, though some of the animations can be screwed up. One way to fix it is to create a bone tree that has bones coming off of the head, and name them as the cape bones.
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    Kyouma
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    « Reply #14112 on: May 08, 2014, 12:57:11 PM »


    dunno, sometimes I get tired of rigging a character and I start another, its bad habit of mine but meh, it has good results:
    old rig from last year

    new rig I finished today

    Post Merge: May 08, 2014, 01:19:11 PM
    welp, even I am impressed with the results

    « Last Edit: May 08, 2014, 01:19:11 PM by Kyouma Satsuki » Logged

    Calypso
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    « Reply #14113 on: May 08, 2014, 03:20:19 PM »


    That comparison is so... I loved the last Mokou but this new on is just wow. Your amazing Kyouma. Happy Face
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    Nao-chan
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    « Reply #14114 on: May 08, 2014, 04:01:55 PM »


    Very nice work Kyouma. She looks great. Also, considering her hair is so long, I'm a little surprised you didn't set it to Ike's cape bones so it would move.
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