ok so the problem is when you walk/run, or roll in the game, the point of origin is supposed to take on the new coordinates at the end of the animation...
but it dosn't and the char snaps back to the original position and just replays the animation without giong anywhere...
how do I fix that??
note: dashing and jumping work fine
anyone?? ;_;
I was reading som'in about the TransN bone... if it's not working it could give issues.
http://forums.kc-mm.com/index.php?board=17.0
help section for animations/psa
http://forums.kc-mm.com/index.php?topic=9248.0
stuff about bones
I don't know if your using an import, so im just going to answer it like its a regular char. Move the transN bone when animating left to right. Make sure "moves character" is checked in psa for the subaction.
I see...
yea... it is an import...
I guess I just have to change the names accordingly:
Pachirisu
|
Origin
to:
TopN
|
TransN
and work from there?
EDIT:
1 Q
can I add animations to the logic with the current software??
I want it to work 2 animations with 1 command
eg:
Wait1 (original)
Wait1_P (custom)
umm i don't know much about imports so just read the link i gave you...
Quote from: Tcll on August 07, 2010, 06:45:47 PM
can I add animations to the logic with the current software??
I want it to work 2 animations with 1 command
eg:
Wait1 (original)
Wait1_P (custom)
im guessing "add animation to the logic with the current software" means you want to add an extra animation, which you use brawlbox for....just simply add it.
And make one command do 2 animations at once. you can make the animation happen directly after by just putting a change subaction using psa. Make it change to "NONE" subaction( i guess you would call an enum?). change none to the animation you want(exact spelling) and put an allow interrupt at the beginning.
you understand what I'm trying to do right??
the 2 animations crontrol differant bone sets
one bone set per model
eg:
Wait1 controls Pikachu
Wait1_P controls Pachirisu
see what I'm getting at...
so those dir's you gave me will allow me to do that??
I've never used PSA before... so I don't know :P
I just really want this to work...
no idea what Pachirisu is...but that doesn't matter. If Pachirisu is pikachu's article then you can choose which animation plays, while playing the current animation. you cannot control animations of opponents(as far as i know).
basically you can choose article animations and play them the same time as pikachu's animation with one button(subaction basically) through psa
i think i understood right?
I mean I'm trying to make it so I don't have Pikachu stuck in his T-pose while Pachirisu gets the animation
if you don't know, the Wait animations are the standing "idle" animations...
I'm not really talking about opponents...
I'm talking about:
well
Wait1 has all of Pikachu's bones and none of Pachirisu's
while Wait1_P has just the opposite, and is a differant length in frames...
how would I get them both to play to control both chars... (not literally with the controller)
I mean, have the computer as Pachirisu while you're Pikachu...
o you mean like the iceclimbers?
This is what i (hopefully) understand:
pikachu is the main character still. Pachirisu is kinda like an article(model) that you imported that goes over one of pikachu's article. Wait 1 is for pikachu. wait_P is for pachirisu. Well since waiting is automatic, in psa for wait 1 put a "set article" action at the beginning. then whenever pikachu is doing his waiting animation, so is pachirisu. Pachirisu wouldn't technically be a computer.Who is it over?
P1 = Pikachu
P2 = Pachirisu
that's what I mean :P
however, that will help me with another planned char :D
you lost me....0.o....you can't control other players or cpu at all...
let me start over...
P1 = Pikachu
P2 = Pachirisu
in FitPikachuMotionEtc.pac there is
Wait1.chr0 (this controls only Pikachu's bones, NOT Pachirisu's)
Wait1_P.chr0 (this controles only Pachirisu's bones, and has a differant framelength)
I don't want Pikachu to be in his T-pose while Pachirisu gets to be animated...
how do I go about editing the logic to play both animations
(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/0d3df5d88ac568f69362c4e419dc52023e7703e2f6346b0eb984af3f691ab0ab)
I think I see where ur going. Are your trying to have both pikachu and pachirisu on the same character?
Quote from: fireking220 on August 08, 2010, 01:11:52 AM
I think I see where ur going. Are your trying to have both pikachu and pachirisu on the same character?
yes
Quote from: Tcll on August 08, 2010, 01:14:09 AM
Quote from: fireking220 on August 08, 2010, 01:11:52 AM
I think I see where ur going. Are your trying to have both pikachu and pachirisu on the same character?
yes
ename all the bones in pachirisu's file (ex. topN1) and then animate pachirisu under wait1.chr0 that way the animation finds pachirisus bones and animates them without affecting pikachu's bones.
marioking64DS did that for my 02 so meta's wings would animate properly
ok...
so P1 and P2 doesn't stand for player
pachi is an article. articles have animations. You can control article animations and have them play the same time as pikachu's animation. You cannot have articles play any of pikachu's animations that are in his motion arc..
edit:
put pachi over one of pikachu's articles and then do what i said and you be fine
Quote from: fireking220 on August 08, 2010, 01:23:01 AM
rename all the bones in pachirisu's file (ex. topN1) and then animate pachirisu under wait1.chr0 that way the animation finds pachirisus bones and animates them without affecting pikachu's bones.
marioking64DS did that for my 02 so meta's wings would animate properly
tried it already...
(the framelength is differant)
Quote from: theshyguy on August 08, 2010, 01:23:49 AM
ok...
so P1 and P2 doesn't stand for player
pachi is an article. articles have animations. You can control article animations and have them play the same time as pikachu's animation. You cannot have articles play any of pikachu's animations that are in his motion arc..
edit:
put pachi over one of pikachu's articles and then do what i said and you be fine
fireking's more ahead of this...
they are differant players (separate controllers)
_______________________________________________________
can someone just please tell me how to do this??
I know you can have the logic play 2 seperate animations for controlling 2 seperate models...
I just need to know how to do it in brawl...
i fail....
anyways...im pretty sure you can't then...you fail
fireking you ready to fail =p?
aw comon fireking...
I think you know how to solve this...
I just want to know how to edit the logic to work better than my previous working idea
(which is you stated below)
it would work if both animations were the same framelength...
but there not... so my 2nd idea is creating a new chr0 entry and adding it to an existing entry in the logic...
but I don't know how to use PSA to do that...
i have only done this on 02 to make his wings animate properly but that was with a vertex of meta knight and was the same framelength. The only way I see currently is to animate pachirisu by hand until it matches up to pikachu's framelength or somehow create a link from the new animation in the PSA file (wait_P) to a new animation in the motion file (wait_P) (which is what I think your talking about) You could try looking at the hex code of the PSA file and try and make a new animation properties slot (aka the wait, run, dash stuff in the PSA file) renaming the slot to wait_P then create a new animation in the motion called wait_P and they should link by themselves
That's my logic behind it, I hope that made even a lick of sense xD
believe it or not, it did...
(of course I'm a game developer in the works though)
anyone got a good name for my future company !:D
sry... gettin a little ahead of myself XD
anyways...
sadly... I know nothing of brawls logic...
and I guess PSA won't do what I need it to do...
maybe I should look at how PSA was made to get an idea...
this sucks :(
ok...
I'm tired of searching...
how would one go about hexing the logic??
does anyone here know?