(http://i56.tinypic.com/npm7hl.jpg)ZERO (http://i56.tinypic.com/npm7hl.jpg)
(http://i56.tinypic.com/5xj4hl.jpg)
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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
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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.
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?
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...
I'm still interested in animating for this project. There is a sample in my BrawlVault (keep in mind they where rough and quick).
@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.
@Velen, are you still revising the move set? I have seen a couple changes. Did Quake Blaze not fit the Down B Air slot?
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.
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.
Quote from: lYIaXeD OuT on March 09, 2011, 12:15:41 AM
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.
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.
Will you be working on it in the summer?
Btw is IWasAPerson still working on this?
Quote from: lYIaXeD OuT on March 14, 2011, 01:47:40 PM
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.
A maybe? even during the summer? where times are happier?
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...
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?
Quote from: lYIaXeD OuT on March 15, 2011, 01:53:08 PM
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).
Well BeyoundYou's new vertex is pretty realistic compared to the real thing, and doesn't the model cause glitching anyways?
Quote from: lYIaXeD OuT on March 15, 2011, 10:19:10 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.
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.
Quote from: IWasAPerson on March 15, 2011, 11:16:04 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.
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.
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.
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.
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)
Quote from: lYIaXeD OuT on March 20, 2011, 06:54:03 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)
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).
Quote from: lYIaXeD OuT on March 20, 2011, 06:54:03 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)
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?
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.
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.
so any progress
Unknown. Probably not.
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.