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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Velen on February 25, 2011, 07:36:59 AM



Title: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Velen on February 25, 2011, 07:36:59 AM
(http://i56.tinypic.com/npm7hl.jpg)ZERO  (http://i56.tinypic.com/npm7hl.jpg)
(http://i56.tinypic.com/5xj4hl.jpg)
PROJECT UPDATES!!
Currently Working On: : ATTENTION!! WE NEED ANIMATORS URGENTLY!!!....... NUKE: Dash....Velen: Attack 1,2,3...        :happy: To Know Whats Completed Check Below vVv :happy: *Completed So Far, Status Bar Added Below*                                               Follow us on Twitter :af2:... Im Kidding XD
MOVESET
Size:  Zero is a little taller than Fox is.

Weight :  He is also a bit weighty due to his armor and body shape.

Walk : He has a moderate walking speed, cautiously moving forward.

Run : He is an average runner.

Power : Some of his attacks hit hard.

Attack Speed : He focuses on using swift attacks some of the time, and slower, more powerful ones
in other places.

Range :His Z-Saber gives him quite a bit of range.

Air Speed : Zero's special Air Dodges give him some aerial mobility. Especially if you're SHAD'ing.

Jabs:  Z-Combo - Zero's infamous Triple Slash attack. First a vertical cut, then a horizontal cut, then a vertical saber smash (non-MMZ). 1-2-(2,2,2)%

F-Tilt: Hilt Whip: Zero takes his saber, but leaves it inactive as he whips the butt of the hilt out in front of him before returning it to his back, pressing A after the first hit will make him activate the saber and slash to the left for more damage, but more endlag in return. 5, 4%

D-Tilt: Low Kick: Zero will whip out his right leg in a sweep like he is trying to trip up the competition. This will send the opposing character high into the air at higher percents (around 135 - 160%). 6% Special: This move can be performed out of an Initial Dash to perform a short-range sliding kick.

U-Tilt: Reishouken: Zero will perform a weak punch with his left hand, then follow up with a brutal uppercut by pressing the A button after the first attack hits. Has a sweetspot 4/6 of the way through the uppercut. 2% 7%

Dash Attack: Hikoashi: Zero will perform a flying roundhouse kick forward. Does moderate KB that get's nasty around 200%. 9%

F-Smash: F-Smash: Rei Shiki Toppa: Zero will pull his arm back with saber in hand, and thrust it forward. 9% uncharged, 13% full charge.


D-Smash: Rei Tengaizan: Zero will perform a over head slash that hits behind him, above him, and in front of him. Inspired by Juuhazan from X8. Has three different ranges of damage for each of the three main hit boxes. This may be changed in the future for a better smash.

U-Smash: Shouryukyaku: Zero will perform a trio of kicks similar to Chun-Li's Tenshoukyaku after hopping up off the ground and into the air. This is the only grounded move besides Rising that will bring Zero into the air, as he goes into his falling animation after the attack. 3% 4% 6%

Nair: Senpukyaku: Zero will perform a spinning kick in mid-air that has a little start-up lag and multiple revolutions. Does multiple hits. 3, 3, 2, 1%

F-Air: Aerial Slash - Zero does his aerial attack from the X games. Pressing A after the slash will make him perform a straight punch. Three-Four Hits. 1, 2, 2% or 1, 2, 2, 2%

D-Air: Skull Crusher: Zero will raise his saber over his head, and swing it down, and then hold it out for as long as A is head before putting it away. The middle and end of the swing have sweet spots, with the middle of the swing being a mediocre Meteor Smash. Can be combo'd into by Nair and Fair, but not U-air, Bair, or itself.

U-Air: Shouryuzan & Kuenzan: Zero will perform a weak uppercut slash in mid air. Pressing U-Air again after this will make Zero perform Kuenzan for three weak hits. Using Kuenzan makes the U-Air have more endlag however.
4% and 2% 1% 1%

B-Air: Counter Cut: Zero will quickly turn about and slash in mid-air, pressing A will make him perform another one with less hitstun and range.

Neutral B: Z-Buster - Zero's Z-buster can be used in one of two ways: Firing normally or Charging. Firing normally makes Zero generate Samus' Charge Shot graphic, and he can fire of one shot per- 3/4 of a second consecutively with a maximum of three on screen at once. Charging to Level 2 will result in a medium-sized Chaos Spear graphic to be generated, and more damage dead. Level 3 will result in firing off a large Duon Shot. The final charge level consists of two Charged Buster shots an a Slash Wave. Almost every move Zero has can combo into the buster.

Uncharged - 4%, First Charge - 8%,  Second Charge- 14% Final Charge - 6, 6, 7%

Side B: Hienkyaku/Dash: Zero will dash forward a considerable distance, and while on the ground, Zero can dash diagonally into the ait if the Analog Stick is diagonal while pressing Side B. Also, if Side B + A is held, Zero will instead perform Dash from MM Xtreme, where he dashes forward with with his Saber held out. Dash can also be performed in the air, but it can't be used diagonally. Both will go through the opponent, but can be stopped mid-dash into and attack if B+A were not held. Both moves can go through their opponents, like Fox Illusion can, but only Dash does damage in passing.
10%

Down B (Ground): Giga Attack: Completely refitted from the previous version. This version of the Down B will do three different attacks of different magnitudes depending on the Z-Buster charge. If this move is used, the Z-Buster's charge will be drained and you will need to charge another shot.

When there is no charge. Nothing happens except a non-damaging shock-wave.

When in the first Level, Zero will perform a weak Earth Gaizer that does multiple hits around him for a small amount of damage. It's very quick, and has quite a bit of hitstun, but almost no KB.

When in the second level. Zero will perform Rekkouha Kai, causing  several laser arrows to rise out of the ground around him in a wide range. This attack has high killing power at around 230% if the opponent lasts that long, but it has comparatively low damage output.

In the Final Charge Level, Zero will perform Tenshouha. This move is a Pseudo-Final Smash. Zero will punch the ground and cause an extremely wide, damaging column of light to appear, centered on his position. This attack has almost no killing power, but very high damage output, and multiple hits. Not only that, it has a small start-up lag where Zero's fist flashes before the attack executes. To get a grasp of how wide the attack is. Take Zero, then imagine putting two and a quarter Bowsers on each side of him. In other words. If you're playing the close range game, and you're in the air and you don't interrupt the attack before he executes it, it's already too late.
Down B (Air): Pending...

Rising: Yet another move from MM Xtreme makes it's debut into Brawl. Zero will lunge forward slightly before going into a Rising uppercut slash. Like the Side B and Neutral B, Rising can be combo'd into out and out by some moves. Does three-five hits depending one how early it connects.
3,3,5% or, 2, 2, 3, 3, 5%

Grab: Zero grabs for the enemy with his left hand.

G-Jab: Zero socks his victim in the head with his right fist. Damage 2%.

F-Throw: Zero punches victim in the stomach with his Buster, then discharges it, sending them flying. Damage 6% with a small – moderate KB in both Directions.

B-Throw: Zero does a side-snap ( a type of kick) and sends the victim flying back behind him. Damage 4% with Moderate KB.

U-Throw: Zero throws the opponent into the air and fires off a Charged Shot. Damage 8%. Can kill.

D-Throw: Zero slams the victim onto the ground the slashes them with his Z-Saber. Damage 7%, Cannot kill and has no KB, Downs the opponent.

F-Dodge: Zero dashes forward, then spins around to face the opposite direction.

B-Dodge: Zero performs a reverse Dash.

Spot Dodge: Zero sidesteps quickly.

FS (New Proposal): Genmurei: Zero charges energy into his Saber before unleashing a giant slash wave that goes through everything (meaning it is not stopped by the stage's topography). Anyone who is not shielding when this FS is used will be KO'd instantly, and anyone who shields will instantly have it broken.

or

Genmurei (Proposal Two): Zero flies up above the stage in the center. Then stays there before spinning vertically, unleashing waves of projectiles from his Saber eight times, bombing the stage below himself with them before dropping back down to the stage. This attack does moderate damage high KB.
------
Special Characteristics (currently only Proposals):

Initial DASH: Zero's initial dash (If the control stick isn't held) causes Zero to perform a mid-range Dash (kinda like the Eldrian PSA except a slightly shorter distance).

Hienkyaku Jump: Zero's second jump is the equivalent of Falco's initial jump.

Zero Combo: Zero's Buster gets a fourth charge level where he fires off two Charged Shot and follows up with a slash wave.

WHAT EACH MEMBER IS WORKING ON:
Velen:
Attack 11 -13, Special up
NUKE:
Dash – Fall Special F

TO DO:
Landing Fall special – Rebound, Attack Dash – Ladder Wait

COMPLETED:
Wait 1-Walk Slow

CURRENTLY HIRING:
Animators

ATTENTION TEAM MEMBERS!
When going to release a file to the team, make sure to PM it… DO NOT post it..

VIDEOS:
*Still In Progress*

 DOWNLOAD LINK:
*Still In Progress*

COMPLETED:
[][][][][][][][][] 20%




Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: Velen on February 25, 2011, 12:20:53 PM
ATTENTION ANY AND ALL ANIMATORS: Zero's moveset has been updated with revised moves.

Please refer to the moveset so that you don't get lost.


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: lYIaXeD OuT on February 25, 2011, 07:13:42 PM
Why a punch for his U-tilt? and I might have seen a punch for another move but why a punch? Zero doesn't really punch a lot and kinda shows a lack of his saber skills. :notimp:

BTW oddly enough, why is zero down smash hit everywhere BUT down?


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: IWasAPerson on February 25, 2011, 09:52:44 PM
Hrm...Interesting moveset. I like most of the options, it seems like he'd be a decent character to play as assuming he can combo well. Also, for the D-Smash, it may not be permanent, though it makes sense when you think about how other characters' d-smash moves work. It does fit though IMO.

Also, on a more serious note, I have the f-tilt animation done, if you want to add that to the completed list (or if you're even messing around with that). I may fine-tune some minor interpolation stuff in the legs but it's not anything that would detract from the animation. Also, FallAerial is finished. I may go back and fix the scaling on the other decently-done animations in the community pack, assuming that they will actually fit the moveset (pretty much the aerial animations).

*EDIT* - I may have found a solution for the mouth texture glitch involving getting the texture back to what it's supposed to look like. It won't be as good as the regular texture (half the pixel size on the dark textures vs. normal textures), but it will do the job. Mostly depends on if I can find my Photoshop install CD soon...


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: VILE on February 26, 2011, 05:09:17 AM
I'm still interested in animating for this project. There is a sample in my BrawlVault (keep in mind they where rough and quick).


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: Velen on February 27, 2011, 12:07:39 PM
@IYX: That's because Zero is known for being a Melee fighter, and the K-Knuckle is one of the weapons he has that has almost as many techniques as the Z-Saber. The K-Knuckle also includes a couple of kicking techniques. Thus the reason for that.

@IWASP: Thanks very much, you're working hard while I've busying myself with life and school most of the time.

@VILE: You're in, but let me lay down some things for you.

1. If you're going to make animations that emulate Zero. Use the sprites at SPRITES INC for reference, please. I personally do not want to see any TvC-like animations in this.

2. Be sure to tell people when you have finished one or more of the animations. It helps keep track of progress.

3. If you won't be able to work on the project for a time, just say so. I won't hold anything against you.


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: lYIaXeD OuT on February 27, 2011, 07:58:22 PM
@Velen, are you still revising the move set? I have seen a couple changes.  Did Quake Blaze not fit the Down B Air slot?


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: IWasAPerson on March 01, 2011, 01:47:00 PM
I got the DamageN1 animation done a few days ago, finally got around to acknowledging it. I'm gone on vacation all this week (as of Monday morning till next Monday to be exact), so chances are I won't be working on anything. If I do it might be a minor animation, but I've got better and more fun things to be doing than making animations this week...

@IYIax: Quake blaze seems like it's a little too close to Link's dair attack to be fitting for the PSA. If it were to take the elemental path Ryuenjin would be a more iconic option than Rising, although flames are the only difference between the two. And Hyoretsuzan would give a better variety for elements in that mindset than Quake blaze. That's just my two cents on the situation though.


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: lYIaXeD OuT on March 08, 2011, 05:15:41 PM
Hey heres an idea for the Air Down B. being that usually charged moves can be released in brawl no matter if they're in the air or ground (samus, lucario, wario, diddy, etc.) so maybe he could still have charges but rather than moves revolving around the ground, have aerial based moves. because imagine if all the characters I said earlier couldnt release their charged moves in the air. Especially samus and lucario, if they werent able to do that, they wouldnt have nearly be as capable to fight in the air.


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: Velen on March 08, 2011, 08:25:56 PM
Hey heres an idea for the Air Down B. being that usually charged moves can be released in brawl no matter if they're in the air or ground (samus, lucario, wario, diddy, etc.) so maybe he could still have charges but rather than moves revolving around the ground, have aerial based moves. because imagine if all the characters I said earlier couldnt release their charged moves in the air. Especially samus and lucario, if they werent able to do that, they wouldnt have nearly be as capable to fight in the air.

There's only one problem: most of those moves are their Neutral B moves (not counting Wario), and Zero has never had aerial Giga Attacks.


Title: Re: The Official KC:MM Project Zero. (New Thread Manager & STILL HIRING!)
Post by: Velen on March 14, 2011, 04:49:56 AM
Well guys. It's been a long time coming...-but I think I need to say it.

Project Zero (at least, for me) has come to a halt.

The reason for this is that I don't really have the motivation to do Zero anymore.

ShadowSnake started the project months ago. Soul took over, then Nuke took over, then I took over...-and there has been little notable progress on my part since last year when I tried making some of the attack animations, that's -practically speaking- the last time I TOUCHED Zero's animations due to schoolwork taking priority and most of my focus with it.

I may continue Zero later...-but as it stands, I have no motivation for working on him, and I need to find it again before I do...

This isn't a "I'm leaving the project permanently" thing. This is a "I'm taking a break from thinking about Zero" thing.

I won't lock the topic though.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: lYIaXeD OuT on March 14, 2011, 07:47:40 AM
Will you be working on it in the summer?

Btw is IWasAPerson still working on this?


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Velen on March 14, 2011, 07:56:49 AM
Will you be working on it in the summer?

Btw is IWasAPerson still working on this?

As it stands. That's a big fat maybe.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: lYIaXeD OuT on March 14, 2011, 06:44:36 PM
A maybe? even during the summer? where times are happier?


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: IWasAPerson on March 15, 2011, 12:35:43 AM
To let everyone know, I'm slowly working on stuff. And by slowly, I mean everything in my life is taking priority over this.

I halted on animations for a while, for 4 reasons, two still going on.

1. Life, 'cause animation takes a lot of time and I was on vacation 2 weeks ago. Also, college is back in session and I've been sick for half a week.

2. Once BeyondYou's Zero V3 was announced and the first preview pics went up, I wanted to wait until it came out. If Velen wanted to jump ship on the TvC model and start working with the vertex, it'd be pointless to make more animations for the TvC model. On the flipside of that coin, if I started doing animations for the vertex and we decided to keep using the import, I'd be sh** out of luck.

3. I was researching with Vile, mostly Vile though since he found out the format very quickly, on the .mot animation files from TvC. Last time I talked to him he was working on a converter for the format since it's dependent on bone numbers and .mot is a container format for individual animations. If he ever finishes that, this'll make the process much easier.

4. I started messing around with other stuff that didn't take hours to do. Like making a couple of standing animations for the Dante (DMC3 version) vertex with his sword on the back, which is a complete pain in itself. But I also fixed the face texture and I almost have the 4 other emotion face textures for Zero. Exported, they show up fine in windows preview but have a transparency embedded into it everywhere else. It'll amount to finding a proper way to deal with them.

On a good note, Velen, you listed a bunch of deformities with the model in one of the other threads. Those mostly come from the W_Zero textures (the semi-dark ones). The hole in the nose is nonexistent using the normal mouth texture. Also, the proportion and resolution issues are fixed (like the ankle and ears). Probably has to do with the W and S textures having about half the resolution of the normal textures. On top of that, if we don't use the W textures then Polygons 20-59 are completely useless.

That's what I have done, and why I haven't done much else. Also, I finished up AttackS3S a while back.

I know, lengthy post is lengthy, but since this is going to probably go nowhere for a while, here's a list of what I have done recently:

DamageN1 (Neutral damage 1)
Dash Attack
Falling
Backwards Falling
S-Tilt attack

So, yeah, there you have it. And IYIax: Do you have any animation skills whatsoever? I mean any at all? You seem to show a lot of interest in this and if you have the motivation to do this it'll help out a lot. Even if you have just enough of a grasp on it to make decent animations on Brawl models, or if you're a quick learner, I can help you out with getting accustomed to the TvC model.

Whew...


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: lYIaXeD OuT on March 15, 2011, 07:53:08 AM
Sadly no, I have no experience what so ever, although I would love to help out on this project because I do take great interest in it, I just dont know how to animate. I would love to learn how though. :happy: But what programs do I need and what would I learn from?


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Velen on March 15, 2011, 08:15:18 AM
Sadly no, I have no experience what so ever, although I would love to help out on this project because I do take great interest in it, I just dont know how to animate. I would love to learn how though. :happy: But what programs do I need and what would I learn from?

Well. Mostly you need BrawlBox, and that's it. You also need the FitMotion.pac we're using for Zero.

As for jumping ship on the TvC Model. For now, that is up in the air. Cause I'm going to think about it some before I come to a decision, considering said decision will either mean we lose all the progress we do have, or that we continue as we were (well, as you were, since I have decided I must find my motivation to work on Zero before I work on him again).

All I ask is that you don't get so far ahead of me that I'll have practically been useless for the animation stage of the project. I want to at least be of some help, even if it takes me a while to get back onto my feet (so to speak).


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: lYIaXeD OuT on March 15, 2011, 04:19:10 PM
Well BeyoundYou's new vertex is pretty realistic compared to the real thing, and doesn't the model cause glitching anyways?


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Velen on March 15, 2011, 04:46:05 PM
Well BeyoundYou's new vertex is pretty realistic compared to the real thing, and doesn't the model cause glitching anyways?

Well. You have to consider that there has been (albeit small, but substantial in it's own right) work done on this using the TvC model, and switching models will mean starting from scratch.

Despite the idea of using TvC animations. I honestly think doing that would make it represent TvC more than Zero himself. I will agree to use them for some of the animations. Such as jumps, WalkMiddle and Fast. (If Nuke will agree). However, I would like the majority (if not all) the attack animations to be custom animations.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: IWasAPerson on March 15, 2011, 05:16:04 PM
As far as the bone-related glitches, I've found stuff related to them before (like what bone takes the place of TransN and stuff like that). It'll take a little bit and some PSA work to fix this problem but we're more concerned about making animations before doing any PSA work.

And as far as the TvC animations, I think that they'd be useful but they can only go so far. Many of them don't fit in Brawl, and some could be modified so they aren't TvC-ish. Ryuenjin and Rising are extremely similar, for instance. Custom animations would make everything seem more original though.

That being said, Eldiran made a PSA that fits the vertex. SDoOm wants to make a PSA I assume using the vertex. If we use the TvC model it would be something original that hasn't really been done that much and it would add that much character to the...well, character. It's not like Zero's going to be the new Shadow anytime soon, but hopefully the point can get across. Also, the hair's easier to work with on the import. Dunno why...

IMIax, I'll send you a PM soon with all the materials you'll need to work on this. And Velen, since you're not going to work on this for a while, can you send me the animations that you have done for Zero? The motionetc you sent me when I first started was a fairly old one.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Velen on March 15, 2011, 05:50:24 PM
As far as the bone-related glitches, I've found stuff related to them before (like what bone takes the place of TransN and stuff like that). It'll take a little bit and some PSA work to fix this problem but we're more concerned about making animations before doing any PSA work.

And as far as the TvC animations, I think that they'd be useful but they can only go so far. Many of them don't fit in Brawl, and some could be modified so they aren't TvC-ish. Ryuenjin and Rising are extremely similar, for instance. Custom animations would make everything seem more original though.

That being said, Eldiran made a PSA that fits the vertex. SDoOm wants to make a PSA I assume using the vertex. If we use the TvC model it would be something original that hasn't really been done that much and it would add that much character to the...well, character. It's not like Zero's going to be the new Shadow anytime soon, but hopefully the point can get across. Also, the hair's easier to work with on the import. Dunno why...

IMIax, I'll send you a PM soon with all the materials you'll need to work on this. And Velen, since you're not going to work on this for a while, can you send me the animations that you have done for Zero? The motionetc you sent me when I first started was a fairly old one.

The one I have doesn't have much done on it at all, there is pretty much no changes at all except for the pose for the JumpF animation.

I'll work on Zero once I find the motivation. it could be a month, it could be till the summer. I dunno...-but I intend on finishing what I started.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: lYIaXeD OuT on March 15, 2011, 06:34:42 PM
Ok well dont expect me to pick up on this in like a day or even a week. Because like I said, I have NO experience what so ever so i'm a complete newbie.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: IWasAPerson on March 16, 2011, 01:04:24 PM
Somewhat small update on this: I was able to extract the 4 extra eye reaction/emotion textures and the extra three mouth reaction textures from 0001.brres in Tatsunoko Vs. Capcom. Turns out that the only problem the textures had were alpha-1 channels, or transparency. Also, tga works in photoshop much better than png...

I have all 7 textures sitting in a folder, fixed and set to go. And all of a sudden the eye_in textures make more sense now. So we don't have to make any new textures at all. Also, I have all the recolors and a proper version of the s_zero textures as well, if it means anything. Looking at the bones and polygons and such, I think that the unused bones like w2_anything and whatnot were intended for Sougenmu, along with the W_Zero textures. I could be stating the obvious, but whatever.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: lYIaXeD OuT on March 20, 2011, 12:54:03 PM
I dont understand why people do things even though someone else is doing the same thing. So I know your PSA is going to be allot different from SDo0m's so you are still going to continue right? (provided the fact that you find your motivation)


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Velen on March 20, 2011, 01:02:05 PM
I dont understand why people do things even though someone else is doing the same thing. So I know your PSA is going to be allot different from SDo0m's so you are still going to continue right? (provided the fact that you find your motivation)

Yes...

-and you answered your own query. SDo0M's PSA will be a lot different from mine (being that is will be based of Zero from the MMX games only).


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: SiLeNtDo0m on March 20, 2011, 03:38:22 PM
I dont understand why people do things even though someone else is doing the same thing. So I know your PSA is going to be allot different from SDo0m's so you are still going to continue right? (provided the fact that you find your motivation)

I would've never made my idea if it was gonna be the same as Velen's ¬_¬  I remember Velen before saying that he didn't really want aspects of TvC and MvC3 in his one, so I put them in mine instead. 

And the reason I do stuff like Shadow and Cloud, is because I wasn't satisfied with previous efforts so I wanted to make my own.  But enough about my stuff, how's progress going Velen?


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: IWasAPerson on April 01, 2011, 11:45:17 AM
Well, I'm in a sharing kind of mood today. Seeing as to how none of us have worked on this in a while, I might as well give you guys a preview of what I've done so far. I only made 5 animated GIFs, mainly because I don't feel like making more of them  :srs:.
So, anyway, here goes:

Note that chances are the GIFs don't play anywhere near the speed they're supposed to. Most of these are between 15 and 30 frames.

Z-Buster Startup: This is the startup lag, pretty much. I decided to make the Z-Buster anims look like X3 since I like that style better than in X5 for some reason.

(http://dl.dropbox.com/u/23121009/StartupAnim.gif)

Z-Buster Shot: This is for a basic uncharged shot, styled to be like Zero in X3. Again, I like this style the best.

(http://dl.dropbox.com/u/23121009/BusterAnim.gif)

Z-Buster Charge Shot 1: Again, if there was going to be a combo for his b move, X3 seemed like the logical conclusion. I know there's a pattern here, but I made both shots for a combo. Aaand...Adobe Fireworks doesn't want to work for me today so I can't get this one up for a little while. But I have the animation finished and all the frame shots. For a frame of reference, look at Zero's first shot on a charged shot, and you have the idea.

Damage Anim: Yeah, pretty much exactly what it says on the tin. Probably going to fine-tune it since I was in a bit of a rush when I did that.

(http://dl.dropbox.com/u/23121009/DamageAnim.gif)

Handle Hit: What the s-tilt attack in the moveset is intended to do. Zero twists his arm as he attacks with the hilt of his z-saber.

(http://dl.dropbox.com/u/23121009/HandleHitAnim.gif)

Falling: This one was ported over from the original community pack, I had to change all of the translations to be 11x what they were originally (what, with the resized model and all). I changed a couple of others, and these probably won't stay final unless they agree with jumping.

(http://dl.dropbox.com/u/23121009/FallingAnim.gif)

So, yeah, this is what I was working on before I just kinda put it on halt...Let me know what you think of this, or any improvements, or anything of the sort. I want to keep getting better at animating, and your thoughts will help me a lot with that.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Velen on April 01, 2011, 12:50:37 PM
I haven't been working on Zero due to pressure from school and my lack of motivation to do it.

The side tilt animation is nice, but Zero needs to move suddenly along with the swing. The movement he's making right now with his torso is too fluent, and isn't sudden. Lastly, I think it's too "sideways", I would have him lunge forward slightly, putting his weight onto his left leg, swing, then retract.

Gotta go, class time.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Dan218 on May 09, 2011, 01:14:20 PM
so any progress


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: Velen on May 09, 2011, 01:18:21 PM
Unknown. Probably not.


Title: Re: The Official KC:MM Project Zero. (READ LATEST POST!)
Post by: IWasAPerson on May 09, 2011, 01:33:50 PM
I haven't done a thing on it. And I know how to change the animations to fit Beyond's Zero vertex's bone structure. It might be better to edit the bone tree for TvC Zero if we'd go that route. But yeah, I haven't done anything since I posted the previews. Been way too busy with other stuff. And I'm learning to PSA. And my computer's being repaired for 2 weeks so I can't do anything.

Might not be worth it until Velen gets his bearings again anyways. I'm not sure how much I care about it at this point...but I might start doing stuff in a few weeks, get the ball rolling again.

Also, dude you just, like, necroposted big-time.