Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Hero © on May 08, 2012, 07:50:05 PM



Title: Mega Man X over Samus -Work in Progress-
Post by: Hero © on May 08, 2012, 07:50:05 PM
(http://i180.photobucket.com/albums/x125/Zelgoto/16is8htjpg.png)
Thought i would use this as an intro..:P (Thanks to Megaman X who let me.)

Outdated Video. Just to prove Im Working on it.
Small X animation previews (http://www.youtube.com/watch?v=SuxVz7MU4Qo#)

Orange = Animation Not Done but started
Light Green = Animation Done
Teal = Animation was done but being re-made.
Default Color + Bold = Animation Not Started or No ideas for it.

Idle Animation -
(http://cardgallery.tales-tra.com/csw_stand/Xstand.gif)


Attacks are subject to change

Moveset
A Attacks
Ground Attacks
AA - Left Punch, then a kick.
(http://img826.imageshack.us/img826/8550/kickz.png)
Forward Tilt - Takes out Zero's Sabre from X3. Its not gonna be a strong move but will have some sort of knockback.
Up Tilt - As seen on MvC2.
(http://img98.imageshack.us/img98/6987/uptilt.png)
Down Tilt - This:
(http://img829.imageshack.us/img829/1332/downat.png)
Dash Attack - Slide Attack

Air Attacks
Neutral A - No ideas yet.
Side A - This could be on either Air-Side A or AirN-A.
(http://img88.imageshack.us/img88/5163/airna.png)
Back A - Leaving it as is with a few changes
Down A - From Card Sagas War. Sort of like Sonic's Air-Forward A in Project:M
(http://img528.imageshack.us/img528/1058/airdowna.png)
Up A - Maybe Thunder Dancer from X8, sort of like ZSS's Up-Smash

B Attacks
Ground B- Attacks
Neutral B - Three Level Charge Shot. Similar as Eldiran's Zero PSA when on ground but able to move around and jump while charging. Also able to move while pressing B (not charging). Shoots 3-5 buster shots.
Down B - Charged Double Cyclone from X4.
Up B - Charged Rising Fire from X4.
(http://img14.imageshack.us/img14/2348/shoryukenmmx2.gif)
Side B - Dash and Nova Strike. If B is pressed while Dashing he will perform Nova Strike. Move is from X4/X5/X6/X8
(http://img607.imageshack.us/img607/7727/x4dash.gif), if B is pressed while dashing >>(http://img191.imageshack.us/img191/8127/mmxsideb.gif)

Air B-Attacks
Air Neutral B - Same as Ground Neutral B.
Air Down B - Charged Storm Tornado from X1. (Vertical Tornado right where the player is at)
Air Side B - Same as Ground Side B Idea.
(http://img607.imageshack.us/img607/7727/x4dash.gif)(http://img191.imageshack.us/img191/8127/mmxsideb.gif)
Air Up B - Same as Ground Up B idea. Except different animation than the ground one (if you saw the video of the ground one)
(http://img163.imageshack.us/img163/4871/mmxupb.gif)

Smash Attacks
Side Smashes - No ideas as of now.
Up Smash - No ideas as of now.
Down Smash - Tatsumaki Senpukyaku (Ryu's spinning kick) and Ground Smash (which is actually Charged Triad Thunder but without the two thunder bolts) from X3. He smashes the ground and makes the enemies who are on the ground bounce up (obviously hurting them) within a radius.

You might ask where i got the Tatsumaki Senpukyaku idea, i got it from Card Sagas Wars. Don't know what that is? Well thats a shame google it!

(http://img256.imageshack.us/img256/8936/groundsmashmmx3.gif) << Ground Smash

Final Smashes
Ground Final Smash - Shinku Hadoken OR he can just do a Giga Attack from one of his games, maybe from X2.

Air Final Smash - Maybe Giga Attack from X6 when he is equipped with Shadow Armor.
(http://img716.imageshack.us/img716/5938/airfinalsmash.png)

Other Skills
Hovering - Hold the Jump button in the first or 2nd jump to hover. Able to move left and right for a short time and able to shoot/charge. From X4/X5


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: dpgthirteen on May 09, 2012, 02:05:16 PM
Sounds cool. Would love to see a some previews.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: Hero © on May 09, 2012, 03:25:05 PM
Thanks.

I would show some previews but making a GIF for it would be kinda hard. Plus i have no way to record/make videos. I can get someone else to do that for me.

If you have any ideas for the other parts in OP, please say so!


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: dpgthirteen on May 09, 2012, 03:32:47 PM
Thanks.

I would show some previews but making a GIF for it would be kinda hard. Plus i have no way to record/make videos. I can get someone else to do that for me.

If you have any ideas for the other parts in OP, please say so!
You could use freecam.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: Hero © on May 09, 2012, 05:55:10 PM
Ok, ill get the previews as soon as possible.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: Solar99 on May 09, 2012, 06:17:18 PM
Thank you for finally making a Megaman X PSA. Would've thought someone would've done one by now. :srs:


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: Hero © on May 09, 2012, 06:30:57 PM
There is one that was just released but...im not gonna go into that.

I'm not gonna PSA it though unless I start learning, but it would take too long for me but i could still try to learn a bit.

So i need a good PSA-er who can do the the things i said above.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: dpgthirteen on May 09, 2012, 08:09:19 PM
There is one that was just released but...im not gonna go into that.

I'm not gonna PSA it though unless I start learning, but it would take too long for me but i could still try to learn a bit.

So i need a good PSA-er who can do the the things i said above.
I looked at the moveset, does not look like impossible ideas. Try asking either Southcraft, or Kagemaru.
But make sure not to make it sound like a request, more like you are willing to work together.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: AnImAiNe on May 09, 2012, 08:14:15 PM
kagemaru knows how to psa a little we are both learning so i dont think u should ask. KJP said he was going to do megaman x in a recent post


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: Hero © on May 09, 2012, 08:41:10 PM
kagemaru knows how to psa a little we are both learning so i dont think u should ask. KJP said he was going to do megaman x in a recent post
Hes deciding who to do next.

My main priority at the moment is Raptor. But once he's finished, I might either do Predator or Megaman X

If he really is going to do X next, which im guessing he might not, he will do something else of his interest.

In the meantime, i'll keep on polishing up the animations.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: lYIaXeD OuT on May 09, 2012, 08:59:27 PM
I have an idea for ground down B. from X5, I think the move was called goo shaver. it was _____ shaver but I don't remember the name of it. the one where you shoot those little ice things. or you could the upgraded fire attack from X5 where he shoots fire out of both hands.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: dpgthirteen on May 09, 2012, 09:09:54 PM
Hes deciding who to do next.

If he really is going to do X next, which im guessing he might not, he will do something else of his interest.

In the meantime, i'll keep on polishing up the animations.
However though, its over Toon Link. Which is why I think you should continue with your project.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: Hero © on May 09, 2012, 09:20:53 PM
I have an idea for ground down B. from X5, I think the move was called goo shaver. it was _____ shaver but I don't remember the name of it. the one where you shoot those little ice things. or you could the upgraded fire attack from X5 where he shoots fire out of both hands.
Goo Shaver or Upgraded Ground Fire?

hmm...ill keep that in mind. Thanks

However though, its over Toon Link. Which is why I think you should continue with your project.
Oh yea, I heard about that and i don't like it because its over toon link. I like having toon link.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: Solar99 on May 09, 2012, 09:38:48 PM
If you need ideas you could always look up X's weapons on the Megaman Wiki.


Title: Re: X Moveset/Ideas. Have a few animations done. IN NEED OF IDEAS.
Post by: Hero © on May 09, 2012, 10:47:53 PM
If you need ideas you could always look up X's weapons on the Megaman Wiki.

Ah yes, i forgot about that. Thank you.

Air Down B will now be charged Storm Tornado from X1 (Vertical Tornado right where the player is at).

I put up some ideas for A attacks and Down B ideas.

I might need RamonM64 to rig his X model and make him have two hands and a Buster. Its not needed but its optional.

Post Merge: May 10, 2012, 08:39:51 PM
I'm gonna go ahead and just show a small image preview of Shoryuken (Up Smash). I don't want to make a video yet until half of the things are done.
(http://img192.imageshack.us/img192/9076/shoryuken.png)

Post Merge: May 11, 2012, 09:28:55 PM
Video
in
the
OP


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: dpgthirteen on May 11, 2012, 09:36:50 PM
Animations can use a little work, but still pretty good for your first try man.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Hero © on May 11, 2012, 09:53:38 PM
Thanks, that's why im trying to take my time to make it look good as possible. I cant just rush through them.

The only animation that i was satisfied making is the Air Final Smash, even though it still needs improvements.

The kick needs to be redone too.

As for the Down Smash...I dont know if the position should stay where it is because he needs to be in the air when doing that. (Can PSA-ing it do that?)


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Solar99 on May 12, 2012, 05:57:55 AM
They're a little choppy but otherwise the animations are pretty darn good.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Hero © on May 12, 2012, 10:52:36 AM
Thanks.

Im re-doing the kick animation at the moment, same for the giga attack.

I need feedback on the other animations though.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: lYIaXeD OuT on May 12, 2012, 02:35:39 PM
I really like the animations so far. My favorite is the up and side B animations. And question, what inspired his down smash? Because in my opinion, it doesn't really seem like something megaman would do.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Hero © on May 12, 2012, 02:51:04 PM
I got the DownSmash idea from here:
Card Sagas Wars - KOS-MOS VS X (http://www.youtube.com/watch?v=5j_t0qeAdjQ#)

Yea i know its something X wouldn't do but it kinda fits him for a fighting game. But I'am making another down smash anyways.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: ramonM64 on May 14, 2012, 03:54:18 PM
niice. the animations are a great start. you shoulda PM'ed me about this. id be more than happeh to help you with what i can

ill agree on the funneh lookin down smash, looks like one of Ryu's moves. i still like it though. that and pretty much all his other moves look sweeeet in that Card Sagas Wars Video

i am almost done with a revamped X import, Jiggy wanted it too. maybe you two could work together? unless of course you want to make yer own personal one

anywho, its almost done and thats when i realized i'll have to rerig it to have him have a working right hand with fingers. im not sure how to add bones without screwing everything else up, do you know how to add bones?

i have him almost ready with his left hand and forearm armor cloned and inverted to the right side (the right hand was gonna be clenched since there was no finger bones). i could send you both it later tonight


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Hero © on May 14, 2012, 04:13:36 PM
Hey Ramon nice to see ya, glad to see you like the planned-moveset. :P

dpgthirteen suggested that i keep working on this because KJP is going to make it over Toon Link, which i do not like. I only know that its over Toon Link because of the SFX pack going over him. Mines is over Samus so im making my own personal X.

Sadly, i don't know how to add bones but im sure its possible. As for the revamped X, send it to me whenever you can, I wont be done with the animations for a while but its progressing.

Thing is, i don't know how to change his hand to his x-buster or x-buster to his hand when it comes to animating. Unless that's done through PSA?

Edit: Should i delete this thread and make it in Attacks and Animations Board?


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: ramonM64 on May 14, 2012, 04:45:42 PM
oh      sounds good, both should be interesting to see. hopefully you can get it all working since i keep hearing that Samus has a low PSA file size

thats fine, Jiggy suggested i ask this other guy. ill see if he can help. also, just to let you know, i moved bones to fix his biggest issues. the arms, shoulders, and shoulder's armor bend how they should now, thats the most noticeable difference

uh    i dont know dude. i think if you can figure out how other Bone Visibility work for other characters during animations, that could help. i remember reading and seeing Kit (http://forums.kc-mm.com/index.php?topic=12673.msg834599#msg834599) do it to make her Kit blink during the wait animations, it should work the same way with this since the buster will be set to the GunM visibilty bone. i made the buster slighter bigger than the forearm armor, making it seem gone when it appears

no, dont delete it. i think you should ask a mod to move it. awhile ago i asked Jiggy if he could move my model import thread that started out as a moveset thread to the proper place. ask him if its possible


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Albafika on May 14, 2012, 05:11:29 PM
Ramon, for Jiggly's request, the Buster must be on X's left arm, I forgot to mention him that.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: dpgthirteen on May 14, 2012, 05:26:08 PM
I was reading the moveset a bit. You should defiantly incorporate the dash move in some way. Seems kinda lacking for X to not have his dash.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Hero © on May 14, 2012, 06:15:50 PM
I was reading the moveset a bit. You should defiantly incorporate the dash move in some way. Seems kinda lacking for X to not have his dash.
I forgot about that.

I was thinking Air Side B should be the dash, if you press B again during the dash he does Nova Strike.
Should work like Eldirans Zero PSA. How does that sound?

Don't know if i should keep Side Ground B.
For Ground Side B, maybe he can shoot 3 missles depending on how many times you pressed B.

I also feel like changing his side smash. But i don't know what will it be...

Ramon, for Jiggly's request, the Buster must be on X's left arm, I forgot to mention him that.
Hmm, i might need this too since he DOES have his Buster on his left arm.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: dpgthirteen on May 14, 2012, 08:00:05 PM
I forgot about that.

I was thinking Air Side B should be the dash, if you press B again during the dash he does Nova Strike.
Should work like Eldirans Zero PSA. How does that sound?

Don't know if i should keep Side Ground B.
For Ground Side B, maybe he can shoot 3 missles depending on how many times you pressed B.

I also feel like changing his side smash. But i don't know what will it be...
Hmm, i might need this too since he DOES have his Buster on his left arm.
Here is a idea, change the side B to be your side smash, and make the side B the dash. That way it could be a connection to Eldirans psa, and in will feel much beter. Also the dash move fits best as a move on both ground and air.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: ramonM64 on May 14, 2012, 08:10:39 PM
the "dash move" you guys are talking about is that sort of technique he gets, for example, after getting the Ultimate X foots armor in Megaman X (SNES) for a quick dash forward? that should be in the moveset somewhere

Ramon, for Jiggly's request, the Buster must be on X's left arm, I forgot to mention him that.
wait.. yer working with Jiggy?? who else is working on it?? he's been pretty vague on details

Hmm, i might need this too since he DOES have his Buster on his left arm.
i googled it, just to make sure, and after looking REAL close to that video above too, i noticed he does have his x buster on the left side sometimes. i honestly thought it was on his right-side at all times when you shot

i would, and we could, put hands and x busters on both sides but that will quickly kill the 1114+ vertice count i cut down on him (without losing any model quality)

i finished everything rig-wise. i cloned the hand, clenched it by temporary rotating bones, and then collasped the Skin (to keep it clenched). then sent it off to the other side, rigged to the GunM. since you both seem to want his buster on the left side, this was pointless

i rather not play guessing games.. could you both PM EXACTLY how you want every bit of him?


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Hero © on May 14, 2012, 08:16:34 PM
Alright, Ground and Air Side B will be dash. Should i have the Nova Strike idea with it too? (If you Dash, then press B he does Nova Strike)?

Still not sure about the Side Smash being the Homing Torpedo though.

the "dash move" you guys are talking about is that sort of technique he gets, for example, after getting the Ultimate X foots armor in Megaman X (SNES) for a quick dash forward? that should be in the moveset somewhere

i googled it, just to make sure, and after looking REAL close to that video above, i noticed he does have his x buster on the left side sometimes. i honestly thought it was on his right-side at all times when you shot

i would, and we could, put hands and x busters on both sides but that will quickly kill the 1114+ vertice count i cut down on him (without losing any model quality)

i finished everything rig-wise. i cloned the hand, clenched it by temporary rotating bones, and then collasped the Skin (to keep it clenched). then sent it off to the other side, rigged to the GunM. since you both seem to want his buster on the left side, this was pointless.

i rather not play guessing games.. could you both PM EXACTLY how you want every bit of him?
Yea it was kinda pointless..i shouldn't have asked. Did you already do it? if you didn't, dont do it. Its alright.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: dpgthirteen on May 14, 2012, 08:19:37 PM
Alright, Ground and Air Side B will be dash. Should i have the Nova Strike idea with it too? (If you Dash, then press B he does Nova Strike)?

Still not sure about the Side Smash being the Homing Torpedo though.
Yea it was kinda pointless..i shouldn't have asked. Did you already do it? if you didn't, dont do it. Its alright.
Yea thats a good idea.
the "dash move" you guys are talking about is that sort of technique he gets, for example, after getting the Ultimate X foots armor in Megaman X (SNES) for a quick dash forward? that should be in the moveset somewhere
 wait.. yer working with Jiggy?? who else is working on it?? he's been pretty vague on details
i googled it, just to make sure, and after looking REAL close to that video above, i noticed he does have his x buster on the left side sometimes. i honestly thought it was on his right-side at all times when you shot

i would, and we could, put hands and x busters on both sides but that will quickly kill the 1114+ vertice count i cut down on him (without losing any model quality)

i finished everything rig-wise. i cloned the hand, clenched it by temporary rotating bones, and then collasped the Skin (to keep it clenched). then sent it off to the other side, rigged to the GunM. since you both seem to want his buster on the left side, this was pointless

i rather not play guessing games.. could you both PM EXACTLY how you want every bit of him?
Surprisingly I can not find pictures (I have no idea how!)  but this
http://1.bp.blogspot.com/_v8J_KTZw3Gk/SLNA7KGnTbI/AAAAAAAAASc/ZM5gCQ-_SrE/s320/Mega+Man+X+%28E%29005.jpg (http://1.bp.blogspot.com/_v8J_KTZw3Gk/SLNA7KGnTbI/AAAAAAAAASc/ZM5gCQ-_SrE/s320/Mega+Man+X+%28E%29005.jpg)
Its what makes the X series feel faster.


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: ramonM64 on May 14, 2012, 08:48:08 PM
Surprisingly I can not find pictures (I have no idea how!)  but this
[url]http://1.bp.blogspot.com/_v8J_KTZw3Gk/SLNA7KGnTbI/AAAAAAAAASc/ZM5gCQ-_SrE/s320/Mega+Man+X+%28E%29005.jpg[/url] ([url]http://1.bp.blogspot.com/_v8J_KTZw3Gk/SLNA7KGnTbI/AAAAAAAAASc/ZM5gCQ-_SrE/s320/Mega+Man+X+%28E%29005.jpg[/url])
Its what makes the X series feel faster.
yuuup, thats what i was thinkin it was. yeh, it made the game much much intense. i still remember da boss battles in the first one..

speaking of speed.. brawl looks like playin in slow-mo when watching those Card Sagas Wars videos

Yea it was kinda pointless..i shouldn't have asked. Did you already do it? if you didn't, dont do it. Its alright.
yes. ohkay.. right now im thinking of having two versions.

one that works well without the PSA. it will have the morphball (im thinkin of using some kind of light instead.. ), and the x buster and what-not placed as before. this one could be ready tonight

another version specificaly for PSA, that i will share to you and Jiggy through PM. ill have the .max saved with both hands and x busters on both sides. i need to know EXACTLY how you dudes want it, so i can delete the specific x busters and hands you dont need and save different .max files. this one might take another day, i havent added the right hand's bones (i was able to get help from Vee with this kind of stuff though)

so yeeh, tell me how you want yer X


Title: Re: My Megaman X Moveset Idea. Currently Making animations for it. Video in OP
Post by: Hero © on May 14, 2012, 09:49:42 PM
Alright, if you have the time, i want X's left arm to have his buster and his hand. His right arm should only be the hand.

If you cant have both the buster and hand in the left arm, just leave it with the buster.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: ramonM64 on May 15, 2012, 04:24:32 AM
um    tonight wasnt a complete waste, i did get THIS done..

(http://i1203.photobucket.com/albums/bb399/ramonM64/AnimatingGoods/X_Samus.gif)

yeaaah.. figuring out how to get one of these done properly AND working took me all night   u_O

the plan was to get 2 or 3 animations .gif previews from two different angles to show X's current state AND to have the rig itself done. forget that though.. till i learn how to cut down time on doing something like this, ill probably only make these for special occasions or something. i mean.. i think i spent more time on this then the actual rig
---

alright, ill get what i was tryin to get done tonight, tomorrow night. i'll be able to send him the way you want after getting the bones added properly. i think Jiggy wants it the way you want it, ill send him a PM to be sure


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: AnImAiNe on May 15, 2012, 06:19:38 AM
@ramon how would i show an animation like that?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: SSJ Is Clueless! on May 15, 2012, 06:47:48 AM
dude that animations is so awesome


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Albafika on May 15, 2012, 10:44:59 AM
Ramon:

2 hands rigged. 1 buster on his left arm, too. Maybe the hands could lose some quality in order to fit...


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 15, 2012, 08:42:48 PM
dude that animations is so awesome

Mines or Ramons? lol

Edit: Anyways, The kick from AA is not done yet, im still working on it. Air Giga Attack needs some fix-ups but haven't started yet. I've been slacking on Up-tilt.

I also made a Wait1 animation but only one frame. Will work on it later on. (Yes i noticed the foot sticking out.). The Wait1 is from Command Mission.

Sideview
(http://img850.imageshack.us/img850/8936/sideviewu.png)

Front View
(http://img59.imageshack.us/img59/3242/frontview.png)

Back View
(http://img443.imageshack.us/img443/2534/backview.png)

Back Side view
(http://img62.imageshack.us/img62/6955/backsideview.png)


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: ramonM64 on May 15, 2012, 08:50:15 PM
@ramon how would i show an animation like that?
i took StarWaffle's words posted in Beyond's thread to use, it was brought up there at one point. basically, you use a screen capturing tool (like Gadwin Printscreen) and take a screenshot of every frame, this one had 101 frames. you have to make sure not to move the camera or anything while doing it. i then googled how to make a animating .gif and then pretty much used what i knew of GIMP to do the rest

(if you want, i could write out a more detailed way of doing it and PM you it)

dude that animations is so awesome
Mines or Ramons? lol
X is flexible huh     its Samus's Win1 animation by the way

Ramon:

2 hands rigged. 1 buster on his left arm, too. Maybe the hands could lose some quality in order to fit...
alright ill get to work on it. if it turns out to at least have the same amount of vertices before the cut, i think it should be okay

what are you guys gonna do with the separate Samus Arm cannon thats in the .pac file? i could either put the x buster in there or you could delete it to save some space

i was wondering.. are you guys fine with how the blue metal areas dont bend? i was thinkin of making him bend like this (http://www.blogcdn.com/www.joystiq.com/media/2012/02/megamanxmvc3.jpg) but.. i dunno. i like how he looks now


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: 5una~ on May 15, 2012, 09:03:34 PM
Hmm I have an idea for the final smash how about his ultimate Armor from Megaman X Command Mission and blasts the crud out of everything or even his ulitmate armor and uses Nova Strike


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 15, 2012, 09:03:47 PM
i took StarWaffle's words posted in Beyond's thread to use, it was brought up there at one point. basically, you use a screen capturing tool (like Gadwin Printscreen) and take a screenshot of every frame, this one had 101 frames. you have to make sure not to move the camera or anything while doing it. i then googled how to make a animating .gif and then pretty much used what i knew of GIMP to do the rest

(if you want, i could write out a more detailed way of doing it and PM you it)

I would like to know this

what are you guys gonna do with the separate Samus Arm cannon thats in the .pac file? i could either put the x buster in there or you could delete it to save some space

i was wondering.. are you guys fine with how the blue metal areas done bend? i was thinkin of making him bend like this ([url]http://www.blogcdn.com/www.joystiq.com/media/2012/02/megamanxmvc3.jpg[/url]) but.. i dunno. i like how he looks now

Is it difficult to delete the x-buster in the .pac? If not, just leave it in.

That bend makes him look weird, its better to leave it as is.

Hmm I have an idea for the final smash how about his ultimate Armor from Megaman X Command Mission and blasts the crud out of everything or even his ulitmate armor and uses Nova Strike

The first idea would pretty much be like Samus's final smash, and gotta add like tons of guns around him for that (or just get the model from command mission).


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: AnImAiNe on May 15, 2012, 09:29:20 PM
@ ramon ..detailed version would be great


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 15, 2012, 09:42:20 PM
@ ramon ..detailed version would be great
A more detailed model?

I believe it looks fine already. Its only missing Metal textures


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: ramonM64 on May 15, 2012, 09:51:16 PM
I would like to know this
@ ramon ..detailed version would be great
alright    i wont be writing it till at least X is done though. too much derailing lately


Sideview
([url]http://img850.imageshack.us/img850/8936/sideviewu.png[/url])

Front View
([url]http://img59.imageshack.us/img59/3242/frontview.png[/url])

Back View
([url]http://img443.imageshack.us/img443/2534/backview.png[/url])

Back Side view
([url]http://img62.imageshack.us/img62/6955/backsideview.png[/url])
duuude, those shoulders..  x__x     i really need to get this thing done and sent out to you. all the issues i see in those screens are fixed

besides that, that animation frame looks niice. Command Mission was fun, i should really get that one armor done..   if Demon could rip from the game, maybe we could ask for a Command Mission X rip. mainly for da scarf and belt

anyway, i was kinda leaning for his stance from the first Megaman X but maybe with a little bit more movement, he kinda stands there. its up to you though


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 15, 2012, 10:02:56 PM
duuude, those shoulders..  x__x     i really need to get this thing done and sent out to you. all the issues i see in those screens are fixed

besides that, that animation frame looks niice. Command Mission was fun, i should really get that one armor done..   if Demon could rip from the game, maybe we could ask for a Command Mission X rip. mainly for da scarf and belt

anyway, i was kinda leaning for his stance from the first Megaman X but maybe with a little bit more movement, he kinda stands there. its up to you though
Haha, that shoulder must have bugged you after seeing that screen then lol.

I will try to do his stance from X1 and see how it will end up

I asked Demon to see if he can get that model not too long ago. I think 2 days ago.

I also tested the animations in-game without PSA editing. They look nice except downsmash and the kick...the animations were different from what i have in brawlbox.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 15, 2012, 11:50:06 PM
I cannot respect ANY character with projectiles as their 'A' moves. I hope you keep in mind that smash has never had true pojectile A moves. Oh, and Zelda's up arial doesn't count but I hate it as well.
I am HOPING the final moveset goes without projectile A's.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Solar99 on May 16, 2012, 02:05:09 AM
What move are you talking about?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 16, 2012, 05:54:47 AM
hoping there isn't some odd moveset for megaman in the end such as rocket fists and gunshots for A moves.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 16, 2012, 11:42:48 AM
hoping there isn't some odd moveset for megaman in the end such as rocket fists and gunshots for A moves.
Of course not. I hate attacks like that too.

A attacks are only melee attacks. Just like any character would be.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Solar99 on May 16, 2012, 12:57:56 PM
hoping there isn't some odd moveset for megaman in the end such as rocket fists and gunshots for A moves.
Why on Earth do you think that'll happen? Any sane person knows not to do that.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 16, 2012, 02:13:22 PM
Look at super smash flash 2.  Projectile smash and up air. Looks like sh**.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 16, 2012, 03:35:16 PM
Look at super smash flash 2.  Projectile smash and up air. Looks like sh**.
Its ok, you wont see none of those kinds of attacks in the A attacks.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 16, 2012, 05:09:33 PM
Good. I'm tired of seeing fail attacks. They are never good and miss and just suckkk. Will there be a slide attack, yes???


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 16, 2012, 05:15:33 PM
Maybe...
Ill see how this ends up first:
(http://img829.imageshack.us/img829/1332/downat.png)

If i dont like how it turns out to be, ill do slide attack


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 17, 2012, 06:19:35 AM
Megaman's slide attack makes a perfect dash attack.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Solar99 on May 17, 2012, 01:07:38 PM
What about using the Blade armor sword for a dash attack?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 17, 2012, 04:33:36 PM
Megaman's slide attack makes a perfect dash attack.
Oh you meant Dash Attack. I thought you meant down tilt should be slide attack.

But sure ill do that.

What about using the Blade armor sword for a dash attack?
Thing is, the X model has no swords. I would do it if it had one.

Maybe if there is some kind of tutorial into adding other stuff in models, like MarioDK with his SMBZ Mario v3 that has a custom hammer, i would be glad to do it.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Solar99 on May 17, 2012, 04:45:15 PM
  Thing is, the X model has no swords. I would do it if it had one. Maybe if there is some kind of tutorial into adding other stuff in models, like MarioDK with his SMBZ Mario v3 that has a custom hammer, i would be glad to do it.
You could always take the sword from Zero's model from MvC3 or TvC and use that on him.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 17, 2012, 07:05:57 PM
You could always take the sword from Zero's model from MvC3 or TvC and use that on him.
I guess I could do that. Now all i need to know is how to take it off the Z-Saber from Zero MvC3 model thats uploaded in the Vault and add it to X's model.

Any kind person who knows how to do that would be willing to tell me how?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 18, 2012, 05:54:54 AM
What moves you choose should reflect the character's overall goals! What are you trying to accomplish? What feel should X have?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: lYIaXeD OuT on May 18, 2012, 07:47:00 AM
What moves you choose should reflect the character's overall goals! What are you trying to accomplish? What feel should X have?
I would totally agree with this. And both of the smashes you have don't really match megaman's identity imo. Megaman could definitely be a fighter, just not a brawler, hes not much of a fist fighter so I think the up and down smash don't match megaman at all. I know everyone has to have melee attacks for their smashes but both of those moves are from street fighter. And if they are from a fighting game, it doesn't really make him feel like megaman. Like now days in MMX8 he doesn't do any of that. But this is just my opinion, everyone has theirs.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 18, 2012, 10:29:24 AM
Well i did say his Down Smash would be in two versions, which is the Ground Smash that he uses in X3.

As for Up smash, he uses those moves in X2, X4, and X5, except that in X5, its a wind-based attack. Yea its a street fighter move but Capcom added those on him. But if you feel it doesn't match X's identity, i could try thinking of something else that would be better than the Shoryuken.

I know that X isn't a fist-fighter much but when it comes to fighting games like Marvel vs Capcom, he will have some melee attacks or some sort of attacks from close. I don't want him to be a character who only has moves that fights from far. To me, that wouldn't be very fun to use. His A-Attacks are his true melee attacks.   

Just look how they made Megaman fight in MvC1 and 2, i use him many times. Megaman has only been in two fighting games that i know of.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 18, 2012, 02:08:01 PM
I'm glad I brought that up then. A lot of megaman movesets just try to include a lot of his abilitis without looking how they would be together or any type of goal.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 18, 2012, 04:27:44 PM
Well do you like to the moveset im trying to do?

Since the other side smash wasn't a good idea, what do you think of Uncharged Magma Blade for Side Smash? (Or maybe without the Fire and excluding the fire projectiles, in this case a regular slash. Just look at my avatar for that).

Skip to 1:45 to see
http://www.youtube.com/watch?v=0RADWyn9xzk

OR Double Cyclone from X4 (except it only goes the way you are facing and extends out from the hands)
Something like this:
(http://img821.imageshack.us/img821/9241/doublecyclonex4.gif)

Or some other idea...


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 18, 2012, 06:43:41 PM
Don't focus on continuously making shot-based moves into melee moves.
It's probably going to feel cheap because that's what I think of when I see characters with a million different types of moves.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Solar99 on May 18, 2012, 07:13:26 PM
Don't focus on continuously making shot-based moves into melee moves.
It's probably going to feel cheap because that's what I think of when I see characters with a million different types of moves.
Well there's not much you can do about that since most of X's weapons are projectiles. But he can still be balanced even if he's projectile happy.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 18, 2012, 07:56:31 PM
Don't focus on continuously making shot-based moves into melee moves.
It's probably going to feel cheap because that's what I think of when I see characters with a million different types of moves.
Well X DOES have "million different types of moves", and Solar has a point.

If you want a shot-based move, theres the N-B and one of the moves for ground-Down B ;) (except Frost Tower)

Btw, i will start messing around with PSA when the new Brawlbox is out.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: ramonM64 on May 18, 2012, 08:23:06 PM
Hero i got yer X done, Jiggy's too since he seemed to want it the same way. my bad it took awhile. i got the hang of bone adding and what-not so i Lvled up a bit. i could send it to you guys so you could take a look before deeming it worthy

the thing i dont know how to do though is how to fix the HipN's default translation WITHOUT making it lose it's translations in samus's animation frames from her motion file (FitSamusMotionEtc.pac). i basically followed this tutorial (http://forums.kc-mm.com/index.php?topic=43611.0) for the translation fixing. yuuup.. do you dudes know how to a fix default translation without "erasing" translations in animations? (not sure how to explain it..)

about having his saber, maybe we could replace Zero's saber into where samus's separate arm cannon is, in the .pac file. would that work, PSA-wise?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Ninka_kiwi on May 18, 2012, 08:35:29 PM
I'm surprised I am just noticing this moveset...
I like how it's going so far but I feel like if most of X's B moves are things like his more armor upgrade associated moves, then his down B should as well.
I personally thought using the Z-sabor like in X6 would be an optimal Idea, a slow  but powerful attack. Then have nova strike for side B, have X's Up dash for an up (Maybe adding the ability to hover for a short time after.) and then the buster for B.
That then frees up spots for maverick acquired attacks form smashes and tilts.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 18, 2012, 08:51:44 PM
Hero i got yer X done, Jiggy's too since he seemed to want it the same way. my bad it took awhile. i got the hang of bone adding and what-not though so i Lvled up a bit. i could send it to you guys so you could take a look before deeming it worthy

the thing i dont know how to do though is how to fix the HipN's default translation WITHOUT making it lose it's translations in samus's animation frames from her motion file (FitSamusMotionEtc.pac). i basically followed this tutorial ([url]http://forums.kc-mm.com/index.php?topic=43611.0[/url]) for the translation fixing. yuuup.. do you dudes know how to a fix default translation without "erasing" translations in animations? (not sure how to explain it..)

about having his saber, maybe we could replace Zero's saber into where samus's separate arm cannon is, in the .pac file. would that work?


Its alright if it took too long. You always have your models in perfect rig anyways :P. Send it when you can.

As for the HipN issue, i dont know how to fix that since i don't know much about fixing things in models.

For Zero's Saber thing, You mean to replace the cannon that appears in Samus's final smash and the Taunts? That could work.

I'm surprised I am just noticing this moveset...
I like how it's going so far but I feel like if most of X's B moves are things like his more armor upgrade associated moves, then his down B should as well.
I personally thought using the Z-sabor like in X6 would be an optimal Idea, a slow  but powerful attack. Then have nova strike for side B, have X's Up dash for an up (Maybe adding the ability to hover for a short time after.) and then the buster for B.
That then frees up spots for maverick acquired attacks form smashes and tilts.

Im glad you like it.

If there was a custom model for X's upgraded armor from any of the X games (not X7 or X8), i would have changed a few things around. It was going to be for his Final Smash, it can be:

- He transforms to his upgraded armor and you are able to stay with it until you die, but his attacks wont be over-powered.

Or

- He transforms to his upgraded armor and would work just like Eldirans Zero but longer duration.

The hovering sounds like a good idea. Maybe holding Jump button in the first and/or 2nd Jump will make you hover and move left and right for a short time and be able to use his buster.

Thanks for that suggestion.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 18, 2012, 09:03:09 PM
Don't focus on continuously making shot-based moves into melee moves.
It's probably going to feel cheap because that's what I think of when I see characters with a million different types of moves.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: ramonM64 on May 19, 2012, 01:32:02 AM
Its alright if it took too long. You always have your models in perfect rig anyways :P. Send it when you can.

As for the HipN issue, i dont know how to fix that since i don't know much about fixing things in models.

For Zero's Saber thing, You mean to replace the cannon that appears in Samus's final smash and the Taunts? That could work.
you're too kind Hero

the HipN issue has to do with issues in the actual animation file itself, not from the model's bones. for example, after doing that translation fix thing, he would stay in place instead of the HipN translations going up, down, and rotating like how the animation should. although it wouldnt matter much since yer editing the animations. the motion file in the link i sent has the HipN translation untouched (till i know how to fix it properly)

yeh    i checked it earlier today, it has a bunch of bones. we could use them to make the sword bend like it would in the X games
I'm surprised I am just noticing this moveset...
I like how it's going so far but I feel like if most of X's B moves are things like his more armor upgrade associated moves, then his down B should as well.
I personally thought using the Z-sabor like in X6 would be an optimal Idea, a slow  but powerful attack. Then have nova strike for side B, have X's Up dash for an up (Maybe adding the ability to hover for a short time after.) and then the buster for B.
That then frees up spots for maverick acquired attacks form smashes and tilts.
The hovering sounds like a good idea. Maybe holding Jump button in the first and/or 2nd Jump will make you hover and move left and right for a short time and be able to use his buster.

Thanks for that suggestion.
-nods in agreement-

yes, a hovering skill would be sweeet. being able to shoot the x buster while hovering would be "gonna pass out" worthy. make it happen, Hero


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: SonicBrawler on May 19, 2012, 05:30:24 AM
Those animations, me gusta


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 19, 2012, 08:10:18 AM
Is it hard to work with bones? Would I have problems with bones if I animate a character with their original model?

and is the megabuster chargable on multiple levels?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: MKHT on May 19, 2012, 08:57:35 AM
Hey, just got the X model with the rig, very nice rig  :) but there are a few more things needed and removed

for adding, there part here
here
(http://img18.imageshack.us/img18/2570/needsmoveablepart.png)

and here
(http://img215.imageshack.us/img215/2178/needsmoveablepart2.png)

and as for the removable bones, just the unused ones from Samus

also
(http://img692.imageshack.us/img692/6918/megamanxsayshi.png)
MegamanX Says Hi


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: lYIaXeD OuT on May 19, 2012, 11:14:47 AM
The hovering sounds like a good idea. Maybe holding Jump button in the first and/or 2nd Jump will make you hover and move left and right for a short time and be able to use his buster.

Thanks for that suggestion.
That sounds amazing. I loved doing that in X5, it wasn't the most useful of his abilities but it was really fun to use. Putting that in brawl would be awesome.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Albafika on May 19, 2012, 11:15:58 AM
Hey, just got the X model with the rig, very nice rig  :) but there are a few more things needed and removed

for adding, there part here
here
([url]http://img18.imageshack.us/img18/2570/needsmoveablepart.png[/url])

and here
([url]http://img215.imageshack.us/img215/2178/needsmoveablepart2.png[/url])

and as for the removable bones, just the unused ones from Samus

also
([url]http://img692.imageshack.us/img692/6918/megamanxsayshi.png[/url])
MegamanX Says Hi

*Bumps this for the next page, so ramon doesn't misses it*


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 19, 2012, 12:35:23 PM
Hey, just got the X model with the rig, very nice rig  :) but there are a few more things needed and removed

for adding, there part here
here
([url]http://img18.imageshack.us/img18/2570/needsmoveablepart.png[/url])

and here
([url]http://img215.imageshack.us/img215/2178/needsmoveablepart2.png[/url])

and as for the removable bones, just the unused ones from Samus

also
([url]http://img692.imageshack.us/img692/6918/megamanxsayshi.png[/url])
MegamanX Says Hi


Pretty much what he said.

I really love the shoulders now. But when i use the Motionpacetc that has my animations, i gotta re-do all the animations :P. The shoulderpad armor, the shoulder and the head were in the wrong place.

(ill just use your MotionEtc.Pac for this since everything looks fine on it):
(http://img94.imageshack.us/img94/1928/outofplacew.png)
But ill just wait until the things that Marioking64DS said is fixed before working on any animations.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 19, 2012, 04:43:52 PM
Nobody addresses my questions, it makes me feel like you don't know how to answer.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 19, 2012, 05:35:16 PM
Nobody addresses my questions, it makes me feel like you don't know how to answer.
Don't focus on continuously making shot-based moves into melee moves.
It's probably going to feel cheap because that's what I think of when I see characters with a million different types of moves.
I already answered to this before and you said it again.

Is it hard to work with bones? Would I have problems with bones if I animate a character with their original model?

and is the megabuster chargable on multiple levels?
Yes the megabuster is charge-able. Three level charge if you read the first page.

By "hard to work with bones" do you mean animating?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 20, 2012, 07:57:48 AM
Yeah and I must have read wrong. everyone always does 3 lvl charge. Small shot, mid sided shot,mega buster blast


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: ramonM64 on May 20, 2012, 05:01:32 PM
Hey, just got the X model with the rig, very nice rig  :) but there are a few more things needed and removed

for adding, there part here
here
([url]http://img18.imageshack.us/img18/2570/needsmoveablepart.png[/url])

and here
([url]http://img215.imageshack.us/img215/2178/needsmoveablepart2.png[/url])

and as for the removable bones, just the unused ones from Samus

also
([url]http://img692.imageshack.us/img692/6918/megamanxsayshi.png[/url])
MegamanX Says Hi


sweeet, didnt know marioking64DS was gonna be working on X. are you in "team jiggy"?

the first bend you show seems kinda odd, what angle is that in?  i never "bend tested" it that way cuz it seemed unnatural. im spreading my arms out to double check and elbows only seem to bend inward to the chest. you try bending yer elbow that way without rotating yer shoulder with it. i think i could fix it anyway though

the 2nd picture, looks like that could be fixed by lowered the knee bone a bit. to take away those "sharp" parts

im kinda guessing for the two problems above, im not exactly sure what you need fixed with the "for adding" statement

deleting unused bones should be simple. i was thinkin of planning ahead and having two of the shoulder area's unused bones for command mission X's scarf. if you guys dont wanna animate with command mission X in mind, ill delete them (i could just make da scarf slightly rotate and bend with shoulders instead). besides that, there is a lot of other unused bones. you guys DONT want the foot to bend at the toe, correct? if so, i might as well delete all those toe bones too

Pretty much what he said.

I really love the shoulders now. But when i use the Motionpacetc that has my animations, i gotta re-do all the animations :P. The shoulderpad armor, the shoulder and the head were in the wrong place.

(ill just use your MotionEtc.Pac for this since everything looks fine on it):
([url]http://img94.imageshack.us/img94/1928/outofplacew.png[/url])
But ill just wait until the things that Marioking64DS said is fixed before working on any animations.

yuuup.. i thought there was a way to fix old animations into the motion file without that happening. if there isn't.. yer gonna need to start over     x__x


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 20, 2012, 05:17:22 PM
sweeet, didnt know marioking64DS was gonna be working on X. are you in "team jiggy"?
Maybe he is :P, since KJP has more experience on animations/PSA than me.

deleting unused bones should be simple. i was thinkin of planning ahead and having two of the shoulder area's unused bones for command mission X's scarf. if you guys dont wanna animate with command mission X in mind, ill delete them (i could just make da scarf slightly rotate and bend with shoulders instead). besides that, there is a lot of other unused bones. you guys DONT want the foot to bend at the toe, correct? if so, i might as well delete all those toe bones too

The Scarf with the unused bones sounds like a good idea, and im 100% sure that i don't want the foot to bend at the toe.

yuuup.. i thought there was a way to fix old animations into the motion file without that happening. if there isn't.. yer gonna need to start over     x__x

Well ill just export the animations I used in the old one and fix it with the one you included.

Wont be too hard.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Albafika on May 20, 2012, 07:32:02 PM
sweeet, didnt know marioking64DS was gonna be working on X. are you in "team jiggy"?

the first bend you show seems kinda odd, what angle is that in?  i never "bend tested" it that way cuz it seemed unnatural. im spreading my arms out to double check and elbows only seem to bend inward to the chest. you try bending yer elbow that way without rotating yer shoulder with it. i think i could fix it anyway though

the 2nd picture, looks like that could be fixed by lowered the knee bone a bit. to take away those "sharp" parts

im kinda guessing for the two problems above, im not exactly sure what you need fixed with the "for adding" statement

deleting unused bones should be simple. i was thinkin of planning ahead and having two of the shoulder area's unused bones for command mission X's scarf. if you guys dont wanna animate with command mission X in mind, ill delete them (i could just make da scarf slightly rotate and bend with shoulders instead). besides that, there is a lot of other unused bones. you guys DONT want the foot to bend at the toe, correct? if so, i might as well delete all those toe bones too
Yeah, he's in Team Jiggy. :P


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 20, 2012, 07:36:35 PM
Yeah, he's in Team Jiggy. :P
I knew it :P. Im pretty sure his will be x100 better than mines.

Has KJP planned the moveset?

And hes over Toon Link right?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 21, 2012, 06:21:06 AM
Megaman over toonlink?
How will you guys do the mega buster? Are you gonna use a. Super scope shot and ray gun shot?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: MKHT on May 21, 2012, 08:07:14 AM
sweeet, didnt know marioking64DS was gonna be working on X. are you in "team jiggy"?


sure am going to be working on good old MegamanX and as for being in Team Jiggy, i believe so

Quote
the first bend you show seems kinda odd, what angle is that in?  i never "bend tested" it that way cuz it seemed unnatural. im spreading my arms out to double check and elbows only seem to bend inward to the chest. you try bending yer elbow that way without rotating yer shoulder with it. i think i could fix it anyway though

the 2nd picture, looks like that could be fixed by lowered the knee bone a bit. to take away those "sharp" parts

im kinda guessing for the two problems above, im not exactly sure what you need fixed with the "for adding" statement


im not sure what angle i rotate it at, but with i mean for the adding is so those parts can be moved, not to move the arm around, but just those bits much like Marios gut bone(WaistNb) and Warios thrid Shoulder bone (R/LShoulderJb)

Quote
besides that, there is a lot of other unused bones. you guys DONT want the foot to bend at the toe, correct? if so, i might as well delete all those toe bones too


remove the toe and add another bendable part on both legs

(http://theflickcast.com/wp-content/uploads/gallery/ultimate-marvel-vs-capcom-3-alternate-costume-dlc/zero_dlc_psd_jpgcopy.jpg)
see how the Left leg as a bend in it something like that is needed, also idk if you can do this or not but X's eyes needs its own Texture, trying to move the eyes in Brawl Box has the whole body texture moving


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: ramonM64 on May 21, 2012, 01:52:16 PM
sure am going to be working on good old MegamanX and as for being in Team Jiggy, i believe so

wh00t    get jiggy with it Team Jiggy  (translation: get to work and have fun while doing it)

Quote
im not sure what angle i rotate it at, but with i mean for the adding is so those parts can be moved, not to move the arm around, but just those bits much like Marios gut bone(WaistNb) and Warios thrid Shoulder bone (R/LShoulderJb)

remove the toe and add another bendable part on both legs

oh    i get what you want now, you want a bone that independently controls those "padding" areas at the elbows and knees, correct?

about bones and what-not, i made a list on what we should do with the unused bones (i shoulda brought it up sooner)

the list..
-ToeBones-
LKutuN
LToeN
RKutuN
LToeN
(for sure these are gone, deleted)

-Shoulder Area-
LShoulderSphereM
RShoulderSphereM
(these are the ones i thought we could use for Command Mission X's scarf, otherwise delete them. i could give slight control to the scarf later on to ShoulderJ bones so it wont be static, if we dont use these)

-Elbow Area-
LHijiN
RHijiN
(will now be used for the elbow pads)

-Head Area-
HeadM (could use this for a rigged mouth, otherwise deleting it)

-Cannon Area-
GunM
(useless, the X buster is on the other side)

-Waist Area-
SphereM
(deleting for sure)

---

the blue shin metal part being bendable was brought up a bit ago, if only you were here sooner.. F it, for X.. ill rig him for the 7th time (adding bones will screw up the current rig)

the list of adding bones..
-Knee Area-
LKneePadN
RKneePadN
(to independently rotate the padding area at the knee joint)

-Shin Area-
LShinMeN
RShinMeN
(these will control the bending at the center of the blue shin metals, as marioking64DS mentioned)

read the above a few times, and let me know if EVERY bit of it sounds good with you two. i want this to be the final rig

Quote
([url]http://theflickcast.com/wp-content/uploads/gallery/ultimate-marvel-vs-capcom-3-alternate-costume-dlc/zero_dlc_psd_jpgcopy.jpg[/url])
see how the Left leg as a bend in it something like that is needed, also idk if you can do this or not but X's eyes needs its own Texture, trying to move the eyes in Brawl Box has the whole body texture moving

ive been messing with UV'ing lately and i could do that, make the eyes's texture its own texture.

its how i got this X helmet kirby hat working. instead of being on a huuuuge 1024x1024 with lots of unneeded texture, i cut out the X helmet bits out and made it it's own texture (it was freezing before due to file size)


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: tempesttime on May 21, 2012, 03:44:40 PM
On a bit of a side note, would you guys like any custom effects for your character? I think I can do that "Nove Strike" yellow flashy thing. I can also do the energy shots (maybe, if I had the ability to make particles out of my models I could make them look perfect)


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 21, 2012, 03:46:46 PM
On a bit of a side note, would you guys like any custom effects for your character? I think I can do that "Nove Strike" yellow flashy thing. I can also do the energy shots (maybe, if I had the ability to make particles out of my models I could make them look perfect)
That would be awesome if you can!

I would want custom effects. Better than using effects from other characters.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: KTH on May 21, 2012, 04:15:09 PM
If you are interessing, i'm making my X version over Samus. I'll make some reflect (like i did for Zero).


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 21, 2012, 04:20:49 PM
I thought you were talking about the PSA for a second. But im sure you're talking about the model.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: tempesttime on May 21, 2012, 04:49:24 PM
Are you able to make models into particle effects? There should be a function in psa


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 21, 2012, 04:55:38 PM
Sadly no, im don't have a high-level knowledge of PSA. Just the basiscs

I was going to get someone else to do the PSA while i do the animations. But i can still learn how to. I know some people that will be able to explain to me how to do that.

Its possible to do that as far as i know.


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Element on May 21, 2012, 07:34:45 PM
Are you guys just trying to compile several moves into a moveset or is megaman x supposed to feel a certain way? Is he supposed be be a combo character?


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: MKHT on May 22, 2012, 02:20:22 AM
wh00t get jiggy with it Team Jiggy 
:happy:
Quote
(translation: get to work and have fun while doing it)
oh...this is a hidden message about nothing, YAY!

Quote
i made a list on what we should do with the unused bones (i shoulda brought it up sooner)

the list..
-ToeBones-
LKutuN
LToeN
RKutuN
LToeN
(for sure these are gone, deleted)

-Shoulder Area-
LShoulderSphereM
RShoulderSphereM
(these are the ones i thought we could use for Command Mission X's scarf, otherwise delete them. i could give slight control to the scarf later on to ShoulderJ bones so it wont be static, if we dont use these)

-Elbow Area-
LHijiN
RHijiN
(will now be used for the elbow pads)

-Head Area-
HeadM (could use this for a rigged mouth, otherwise deleting it)

-Cannon Area-
GunM
(useless, the X buster is on the other side)

-Waist Area-
SphereM
(deleting for sure)

---

the blue shin metal part being bendable was brought up a bit ago, if only you were here sooner.. F it, for X.. ill rig him for the 7th time (adding bones will screw up the current rig)

the list of adding bones..
-Knee Area-
LKneePadN
RKneePadN
(to independently rotate the padding area at the knee joint)

-Shin Area-
LShinMeN
RShinMeN
(these will control the bending at the center of the blue shin metals, as marioking64DS mentioned)

cool, ok keep the HeadM turn that into a mouth bone and as for the Shoulder Area idk if there is a Command Mission of such in this project but i say keep them just in case

Quote
ive been messing with UV'ing lately and i could do that, make the eyes's texture its own texture.

its how i got this X helmet kirby hat working. instead of being on a huuuuge 1024x1024 with lots of unneeded texture, i cut out the X helmet bits out and made it it's own texture (it was freezing before due to file size)

Thats Great, X dose need them eyes moving and so dose Waluigi


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: Hero © on May 22, 2012, 05:26:29 PM
heh, i forgot to respond to ramon o_O (dumb distractions). Oh well Marioking already did that for me :P.

Even though the Command Mission model is not in the vault yet, its good to keep the thing for the scarf (just incase)

And yes for the Moving eyes ;D


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: ramonM64 on May 24, 2012, 12:08:02 AM
yeh, ill position the scarf bones where i'd assume the scarf would be when i import that command mission X (lemme know when you get the model, Hero)

this X..!  i just noticed a issue that means ill have to start with a complete new X model. i noticed he didn't have the INSIDE of his mouth (like teeth, tongue, and mouth area). i was gonna take the quick way of only getting a new model of X's face that DID have the mouth but thats when i noticed another problem, it wasnt fitting perfectly over the current X. the current X was sort of stretched out and skewed weird in EVERY area, not just the face. i must've screwed him up last year when i first imported him

its not that noticeable till you see the untouched model next to it.. the current X model looks kinda fat

anyway, yuuuup.. it'll eat at me if dont so, im gonna use a new X model that gots the mouth and isnt chubby. shouldnt take long since now i know how to move bones smarter, lets see if a all-nighter could get the job done..


Title: Re: My MegaMan X Moveset. Currently Making animations for it. Small Video in OP
Post by: dpgthirteen on May 24, 2012, 01:29:59 AM
yeh, ill position the scarf bones where i'd assume the scarf would be when i import that command mission X (lemme know when you get the model, Hero)

this X..!  i just noticed a issue that means ill have to start with a complete new X model. i noticed he didn't have the INSIDE of his mouth (like teeth, tongue, and mouth area). i was gonna take the quick way of only getting a new model of X's face that DID have the mouth but thats when i noticed another problem, it wasnt fitting perfectly over the current X. the current X was sort of stretched out and skewed weird in EVERY area, not just the face. i must've screwed him up last year when i first imported him

its not that noticeable till you see the untouched model next to it.. the current X model looks kinda fat

anyway, yuuuup.. it'll eat at me if dont so, im gonna use a new X model that gots the mouth and isnt chubby. shouldnt take long since now i know how to move bones smarter, lets see if a all-nighter could get the job done..
I kinda notice X was chubby from your import, but it was not to bad. Also don't push yourself man, sleep.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 24, 2012, 02:49:13 PM
Is he really fat in the current model? lol, i don't think i noticed.

Guess ill say the animations are on hold now until the new one is finished. But Ramon, as dpgthirteen said, don't push yourself and sleep more. Its not like we desperately need the model :P

But i have been working on something else unrelated to Megaman :srs:. Won't reveal that now though.

yeh, ill position the scarf bones where i'd assume the scarf would be when i import that command mission X (lemme know when you get the model, Hero)
Ok ;D


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: ramonM64 on May 25, 2012, 01:25:35 AM
it took longer than i thought. i had to experiment and study how other character's mouth bones work

the mouth is gonna work like Captain Falcon, a main bone that opens the mouth and a 2nd that controls the sides of the mouth. i was thinking of a 3rd mouth area bone. specifically for the teeth, to make a shut teeth grin, that might be too many bones though (is there a limit we are going for?). you guys are gonna have fun messing with his face.. i know i did

i got that blue shin metal bending, like that photo from Ultimate Marvel vs Capcom 3 (http://www.blogcdn.com/www.joystiq.com/media/2012/02/megamanxmvc3.jpg). its optional, you dont have to bend that area if you dont want to. making that area bend though.. makes him seem "squishy" instead of "metaly". of course.. its up to you

I kinda notice X was chubby from your import, but it was not to bad. Also don't push yourself man, sleep.
Is he really fat in the current model? lol, i don't think i noticed.

Guess ill say the animations are on hold now until the new one is finished. But Ramon, as dpgthirteen said, don't push yourself and sleep more. Its not like we desperately need the model :P  But i have been working on something else unrelated to Megaman :srs:. Won't reveal that now though.


yeh i remember dpg, Velen, and a few others mentioned it awhile ago. i didnt really notice either till i imported the unedited model

you working on a other character moveset, Hero?   expose it

and really though, dont worry about me. cuz honestly, i cant sleep well and this is a way to take my mind off of a lot of things, so i dont mind


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: dpgthirteen on May 25, 2012, 05:19:10 AM
it took longer than i thought. i had to experiment and study how other character's mouth bones work

the mouth is gonna work like Captain Falcon, a main bone that opens the mouth and a 2nd that controls the sides of the mouth. i was thinking of a 3rd mouth area bone. specifically for the teeth, to make a shut teeth grin, that might be too many bones though (is there a limit we are going for?). you guys are gonna have fun messing with his face.. i know i did

i got that blue shin metal bending, like that photo from Ultimate Marvel vs Capcom 3 ([url]http://www.blogcdn.com/www.joystiq.com/media/2012/02/megamanxmvc3.jpg[/url]). its optional, you dont have to bend that area if you dont want to. making that area bend though.. makes him seem "squishy" instead of "metaly". of course.. its up to you

yeh i remember dpg, Velen, and a few others mentioned it awhile ago. i didnt really notice either till i imported the unedited model

you working on a other character moveset, Hero?   expose it

and really though, dont worry about me. cuz honestly, i cant sleep well and this is a way to take my mind off of a lot of things, so i dont mind
Wait, you can get characters who never open their mouth to open through animation?
Alright man, just don't running around with another name trying to destroy society with a club...
1st rule about Project Mayhem, You don't talk about Project Mayhem


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 25, 2012, 03:19:56 PM
i got that blue shin metal bending, like that photo from Ultimate Marvel vs Capcom 3 ([url]http://www.blogcdn.com/www.joystiq.com/media/2012/02/megamanxmvc3.jpg[/url]). its optional, you dont have to bend that area if you dont want to. making that area bend though.. makes him seem "squishy" instead of "metaly". of course.. its up to you

What made me change my mind to not having the leg bend to HAVING the leg bend is because i was looking at the Zero model over Link and i see that his leg bends too. And in some animations it looks nice on it. But at least you made it optional to bend.

Quote
you working on a other character moveset, Hero?  expose it

:-X
I guess i could give a hint but it would be too obvious.

Lets see...The person is from a GameCube (and PS2) game and its an RPG.

But as soon as you're done with the X model, that person will be on hold. Any answers to that i wont respond to it :P


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Solar99 on May 25, 2012, 04:31:22 PM
  But as soon as you're done with the X model, that person will be on hold. Any answers to that i wont respond to it :P
So what if he decides to stop rigging X? :srs:


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 25, 2012, 04:34:57 PM
I'll continue with the old model D: (or have some else rig it?)

But i know Ramon wont give up on it.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: ramonM64 on May 26, 2012, 12:22:55 AM
Hero, i think i know what moveset yer working on.. does the game's name start with a "T" and the character's name start with a "R"?

either way im not gonna hold X hostage for the answer to what else yer working on. that would be kinda cruel, especially for Team Jiggy. their team has been playing fair so far and is patiently waiting for the ball to return to their side of the court. all they're doing right now is kicking rocks

oh     ill get used to his leg bending, i guess. about the Zero model over Link, are you talkin about Beyond's Zero import?

EDIT - i've been watching some of Link's animations with it and the shin metal area bending doesnt look that bad. its understandable as to why it should bend too

Wait, you can get characters who never open their mouth to open through animation?
Alright man, just don't running around with another name trying to destroy society with a club...
1st rule about Project Mayhem, You don't talk about Project Mayhem
yeh     basically, im weighting vertices around the mouth to a specific bone and this bone will control the mouth area's bending. since these dudes are making animations, they could make it open and close however they want by rotating that bone. (they could also use the "side mouth" bone to control his expression)

uh       that was kinda "out there". dont worry, i won't be doing any destroying anytime soon


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 26, 2012, 06:30:22 PM
Hero, i think i know what moveset yer working on.. does the game's name start with a "T" and the character's name start with a "R"?
nooo  r)

But you got one of those right ;D. Im not working on him a lot though. Just slowly doing things for him

either way im not gonna hold X hostage for the answer to what else yer working on. that would be kinda cruel, especially for Team Jiggy. their team has been playing fair so far and is patiently waiting for the ball to return to their side of the court. all they're doing right now is kicking rocks
Oh, i thought they have made some progress by now but i guess not.

EDIT - i've been watching some of Link's animations with it and the shin metal area bending doesnt look that bad. its understandable as to why it should bend too
That's why i wanted it ;D. Even though it wont be THAT noticeable in-game.

yeh basically, im weighting vertices around the mouth to a specific bone and this bone will control the mouth area's bending. since these dudes are making animations, they could make it open and close however they want by rotating that bone. (they could also use the "side mouth" bone to control his expression)
:happy: Now he wont be a silent person with his mouth closed all the time


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: ramonM64 on May 28, 2012, 02:46:07 AM
i actually dont know if they have started or not, the most talkin i've done with both teams has been in here. i assumed that they are waiting for da new model as you are, to avoid the possibility of having to "relook" and "recheck" animations since the boneset has changed a lil bit

anyway, i had planned to finish and send it saturday night except a unexpected "family thing" popped up that foiled progress. ill get it done and sent out to you dudes in PMs this week though, expect it soon


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 28, 2012, 03:17:09 PM
Alright cool man ;D.

Both Teams appreciate your hard work, as always, take your time.

I hope the "family thing" wasn't a bad thing.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: ramonM64 on May 29, 2012, 07:22:46 PM
wh00t    im surprised at what i can do when i feel that "push" to get something done, i got X's rig done all last night. i've been fixing up the motionfile right now

theres two somethings im not sure how to fix though. in some animation frames it does that "screen shattered" effect. i thought it was cuz of the shine effects but even with unedited materials, it still happens. when it does the "shattered screen" effect, the feets are completely gone for some reason

the other issue is one of the new right hand's fingers streches with the grapple.. other than that, he is ready

how does he look?
(http://i.imgur.com/HtvrX.jpg)

(http://i.imgur.com/QpyM3.jpg)

^ hes flicking us off..

(http://i.imgur.com/HNXNO.jpg)

(http://i.imgur.com/zMn5M.jpg)

made only da darker blue parts have a slight shine

(http://i.imgur.com/1gPGR.jpg)

(http://i.imgur.com/hVGwf.jpg)

(http://i.imgur.com/dZZrF.jpg)

---

i could send it anyway, maybe you guys know whats wrong. i think maybe those two issues happen cuz there's "leftover" bone animations from bones that aren't there anymore? i dunno..  


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 29, 2012, 08:30:37 PM
Waoh o_O. Dat X model...looks awesome dude.

lol at the streching finger. If you feel ok with the model, send it over when you can and i'll have a look at it.

Does the "screen shattered" effect happens frequently or rarely?


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: dpgthirteen on May 29, 2012, 08:40:11 PM
wh00t    im surprised at what i can do when i feel that "push" to get something done, i got X's rig done all last night. i've been fixing up the motionfile right now

theres two somethings im not sure how to fix though. in some animation frames it does that "screen shattered" effect. i thought it was cuz of the shine effects but even with unedited materials, it still happens. when it does the "shattered screen" effect, the feets are completely gone for some reason

the other issue is one of the new right hand's fingers streches with the grapple.. other than that, he is ready

how does he look?
([url]http://i.imgur.com/HtvrX.jpg[/url])

([url]http://i.imgur.com/QpyM3.jpg[/url])

^ hes flicking us off..

([url]http://i.imgur.com/HNXNO.jpg[/url])

([url]http://i.imgur.com/zMn5M.jpg[/url])

made only da darker blue parts have a slight shine

([url]http://i.imgur.com/1gPGR.jpg[/url])

([url]http://i.imgur.com/hVGwf.jpg[/url])

([url]http://i.imgur.com/dZZrF.jpg[/url])

---

i could send it anyway, maybe you guys know whats wrong. i think maybe those two issues happen cuz there's "leftover" bone animations from bones that aren't there anymore? i dunno..  
Damn! Nice shine effect, something about it makes me feel nostalgia. I think its how bright his colors are. Great job man.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 29, 2012, 08:45:25 PM
I know right?

It looks like "How X would look like if there was a new MMX game for a new console"

He made him look really good with that shine.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: SonicBrawler on May 30, 2012, 04:52:47 AM
wh00t    im surprised at what i can do when i feel that "push" to get something done, i got X's rig done all last night. i've been fixing up the motionfile right now

theres two somethings im not sure how to fix though. in some animation frames it does that "screen shattered" effect. i thought it was cuz of the shine effects but even with unedited materials, it still happens. when it does the "shattered screen" effect, the feets are completely gone for some reason

the other issue is one of the new right hand's fingers streches with the grapple.. other than that, he is ready

how does he look?
([url]http://i.imgur.com/HtvrX.jpg[/url])

([url]http://i.imgur.com/QpyM3.jpg[/url])

^ hes flicking us off..

([url]http://i.imgur.com/HNXNO.jpg[/url])

([url]http://i.imgur.com/zMn5M.jpg[/url])

made only da darker blue parts have a slight shine

([url]http://i.imgur.com/1gPGR.jpg[/url])

([url]http://i.imgur.com/hVGwf.jpg[/url])

([url]http://i.imgur.com/dZZrF.jpg[/url])

---

i could send it anyway, maybe you guys know whats wrong. i think maybe those two issues happen cuz there's "leftover" bone animations from bones that aren't there anymore? i dunno..  


he has a hand and a blaster? epic


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: AnImAiNe on May 30, 2012, 04:54:35 AM
maybe you can utilize a model changer so that the hand and blaster are not out at the same time


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 30, 2012, 01:31:58 PM
maybe you can utilize a model changer so that the hand and blaster are not out at the same time

That's what im gonna do ;D

Anyways Ramon, the model looks better now. I had fun messing around with the mouth lol. The new bones and the functions that you added are great. Haven't seen anything wrong yet. Im gonna test it in-game with your motion.pac and see how it all goes.

Also, X Thanks you!
(http://img528.imageshack.us/img528/7123/thanksq.png)

Edit: Tested in-game, it looks good but that "screen shatter" effect you mentioned is a huge problem. Its like a red diagonal line across the TV o_O. same for the feet that are missing while standing.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: ramonM64 on May 30, 2012, 02:42:25 PM
you dudes all seem to like the shine effect as is, we should keep it like that in the end. i'll admit it got me too, he looks great. the sexiest part? his .pac file size is around 990 KB (Samus' is around 1330 KB)

Edit: Tested in-game, it looks good but that "screen shatter" effect you mentioned is a huge problem. Its like a red diagonal line across the TV o_O. same for the feet that are missing while standing.


has there been any guide to fix a "polygon explode" like that? i mean, a strip of the screen gets shattered when standing still, and the feet are gone. i think its cuz the feet polygons are exploding. we need to have a boneset expert look at it, i bet its somethin wrong with how the foot bones are built. by the way, it started happening after deleting unneeded bones from samus

since it happens in the Wait1 animation, maybe we could go into the PSA and animation file bits of it and remove ANY old data from samus's 2 extra toe bones

damn.. we really need to get that fixed. im gonna try one last thing tonight and if it doesnt work.. i dunno anymore

EDIT : -throws two swords in the air, catches, and then sheaths them-  Just as i expected.

the reason that "screen shatter" happens IS cuz of some kind of PSA specific bones needed to work. to the current v7 .pac file, i re-added the bones i deleted from Samus and arranged them how they were (before i deleted them) and BOOM.. it works

see?
(http://i.imgur.com/MogTh.jpg)

no screen shatter and the feets stay, worked perfectly

(http://i.imgur.com/8qPYk.jpg)


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 30, 2012, 06:37:28 PM
:happy:

So the bone deletion was the problem eh? I suspected it was that.

Ok, im gonna go test it again!
EDIT : -throws two swords in the air, catches, and then sheaths them-  Just as i expected.
Lol, im pretty sure i know who does that.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: dpgthirteen on May 30, 2012, 08:04:55 PM
you dudes all seem to like the shine effect as is, we should keep it like that in the end. i'll admit it got me too, he looks great. the sexiest part? his .pac file size is around 990 KB (Samus' is around 1330 KB)

has there been any guide to fix a "polygon explode" like that? i mean, a strip of the screen gets shattered when standing still, and the feet are gone. i think its cuz the feet polygons are exploding. we need to have a boneset expert look at it, i bet its somethin wrong with how the foot bones are built. by the way, it started happening after deleting unneeded bones from samus

since it happens in the Wait1 animation, maybe we could go into the PSA and animation file bits of it and remove ANY old data from samus's 2 extra toe bones

damn.. we really need to get that fixed. im gonna try one last thing tonight and if it doesnt work.. i dunno anymore

EDIT : -throws two swords in the air, catches, and then sheaths them-  Just as i expected.

the reason that "screen shatter" happens IS cuz of some kind of PSA specific bones needed to work. to the current v7 .pac file, i re-added the bones i deleted from Samus and arranged them how they were (before i deleted them) and BOOM.. it works

see?
([url]http://i.imgur.com/MogTh.jpg[/url])

no screen shatter and the feets stay, worked perfectly

([url]http://i.imgur.com/8qPYk.jpg[/url])
Sexy import. To bad its going to be only for the X psa. This one makes the old one look far inferior.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: Hero © on May 30, 2012, 08:32:22 PM
I was about to PM you if you updated your skydrive with the no-shatter model but nevermind, i see it now.

Edit:: Everything looks Good now except I saw some problems while playing in-game.

1. You can't grab someone with the chain lighting thing unless you are very close to the person. It doesn't reach out. It goes out to the screen instead of >>>> or <<<<
2. Pressing Grab button in the air works good but the arm detaches and stays where you pressed Grab button in the air until the animation is finished.

I think deleting the unused bones wasn't a good idea, but the finger that stretched out is no longer an issue from before.


Title: Re: My MegaMan X Moveset. Animations on hold. Outdated video in OP
Post by: ramonM64 on June 01, 2012, 01:50:32 AM
yeh i noticed that too. it's probably cuz, after re-adding the bones, i didn't fix their placement to how exactly they were on Samus' before and didn't fix the motion file's translations for them. anyway, i didn't fix em cuz i was told we weren't gonna need them, which is why i deleted them in the first place

yeaaa.. this X business is getting on my nerves. when it looks like smooth running, we trip over something and fall face-first and then recovery is unseen and random. before messing with anything else X related, im gonna wait and see what marioking64DS says about the situation. he probably knew about this, which is why he wanted the unneeded bones deleted

meanwhile though, you could continue animating if you want. X's bone positions are final. so even if it comes down to rigging him to a re-build of the boneset, he should be good to go since ill write down and paste v7's translations onto it


Title: Re: My MegaMan X Moveset. Back to work!
Post by: Hero © on June 01, 2012, 12:28:00 PM
Ok, back to work on X! (finally)


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Element on June 02, 2012, 02:30:23 PM
Are you guys going to make his up B hover AND be able to shoot megabuster shots as well?

How will each level of charge look?


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Hero © on June 02, 2012, 02:42:51 PM
Up B is NOT hover if you even read the first page.

Yes he will be able to shoot/charge while hovering.

For each level of charge, he will just be in his Wait1 (idle) animation and changes color (You know like what he does in his games). So its like: Green colored X = Lv2 charge shot (the green blast thing), Orange colored X = Max Charge shot (Lv3). So there really is no Lv1 charge since its just the regular shots, but i do consider it Lv1.

But if you are talking about the graphic of each level of the shots, i want to try to use custom graphics but i'll need someone else to do the PSA for that part since i don't know how to do that.


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: tempesttime on June 02, 2012, 03:34:04 PM
Yo guys. For the effects I was wondering if you guys wanted a model with thickness, or one that's open for "Nova Strike."


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Hero © on June 04, 2012, 11:24:10 AM
Yo guys. For the effects I was wondering if you guys wanted a model with thickness, or one that's open for "Nova Strike."
Sorry i just saw your comment but i have no idea how to insert custom effects into a model.

I only know how to animate. I wish i would know how to do that though.


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: SonicBrawler on June 04, 2012, 01:03:43 PM
hey, if ou want for a hidden attakc teh hadoken from megaman x, i have Ryu's 3d hadoken model that i could send you


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Hero © on June 04, 2012, 01:12:44 PM
Cool, but im not sure where in the moveset that will go in. It certaintly will NOT go in Side-Smash.

But again, i don't know how to add custom effects in a model or make it show up in-game unless someone teaches me.


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: SonicBrawler on June 04, 2012, 01:14:26 PM
i know how to maek them appear but not go away. it could be a secret special attack ro soemting


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Hero © on June 04, 2012, 01:16:45 PM
If its possible..Maybe if you press A+B together sort of like what Lucario in Project:M does with his Big Sphere Ball he throws.

Well if you know only how to make it appear, i guess thats good enough for me. I'll ask someone else to help on how to make it disappear afterwards.


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: SonicBrawler on June 04, 2012, 01:30:21 PM
well if you get some one to, then okay. i myself wont psa it, but if you get soem onewho knows how, le tme knwo and i wills end teh model


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: tempesttime on June 04, 2012, 03:17:16 PM
If you want I could look into making the model a projectile article.


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Hero © on June 05, 2012, 02:09:18 PM
You could try to do that.

I've been fixing the animations on the new model that Ramon provided and..its just a pain to fix every single animation I worked on when imported...Im progressing very slowly on it, so don't lose hope on me since im working on these by myself with no help. ;D



Title: Re: My MegaMan X Moveset. Back To Work!
Post by: ramonM64 on June 10, 2012, 12:47:59 AM
i wont lose hope in Team Hero, keep at it Hero. i'd help if i could, all i'm of use for is model importing what you need for X. so i guess im mostly a sort of cheer leader and idea man for you and the teams now

yuuup.. keep it at dude


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Element on June 10, 2012, 12:22:27 PM
Ermmm wacka alpacka has a video on youtube talking about how to swap articles or import them or something. Not sure if that would help though. It's actually pretty easy.

Post Merge: June 10, 2012, 12:38:19 PM
Ermmm wacka alpacka has a video on youtube talking about how to swap articles or import them or something. Not sure if that would help though. It's actually pretty easy.


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: AnImAiNe on June 13, 2012, 12:40:59 PM
i think this was a nice home made movie even though the costumes are whatever  :af:

Mega Man X (http://www.youtube.com/watch?v=kZ2NA--PFbE#ws)


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Hero © on June 13, 2012, 01:14:10 PM
Hehe :P

Never seen that video. Pretty cool.

Still working on X.....SLOWLY. Will take a brake from it soon.


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: X on June 13, 2012, 07:29:18 PM
Wow, you're making a Megaman X PSA? Sounds awesome!
Can I suggest not adding the Z-Saber as the air neutral A attack? I think not doing so would give some diversity between the X and Zero PSAs, making X more dependent on long range fighting and Zero on close range (similar to the actual games. Plus (although this is a little redundant), X obtains the Z-Saber in Megaman X6, which according to the creator of the series, Inafune, was non-canon to the rest of the series.
Although, that's just a suggestion. The PSA is entirely up to you. I'm just excited that you're doing it. :)


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Hero © on June 13, 2012, 08:03:43 PM
I see you noticed this thread :P.

As for the Saber attack, i won't be adding it because i have no model for it. I'll have to think of something else for it. Same for Side smash, which i can't think of anything that will fit him.

Theres still some empty space on some of the attacks...



Title: Re: My MegaMan X Moveset. Back To Work!
Post by: viewtifulduck82 on June 13, 2012, 08:31:44 PM
just a suggestion about the neutral b. don't make it anything like the megaman over fox hack. it's the spammiest move ever since its a "beam" instead of a "ball"


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: Hero © on June 13, 2012, 08:58:13 PM
I didn't bother trying that PSA, just by looking at the video. But i'll keep that in mind.


Title: Re: My MegaMan X Moveset. Back To Work!
Post by: viewtifulduck82 on June 13, 2012, 09:01:13 PM
its not as bad as it looks, but yeah, its bad xD
also, i know megaman x and megaman are two different things, but maybe you should play ssf2 to get some ideas for your moveset.


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: Element on June 14, 2012, 09:20:34 AM
What ssf2 does horribly is the downsmash ( a poorly done flail attack), the up arial (projectile attack) and the sidesmash, which is a short-ranged projectile. I also don't really think the charge time for the B move is enough to make it un-spammable. You can charge a full-powered blast really quicky and it's one of megaman's best killing moves. Plus it's a projectile that can travel a really far distance. The forward and neutral air are crappy too.


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: SonicBrawler on June 14, 2012, 09:23:03 AM
lol i liked the megaman x ove rpeach thts y i ported it to fox :P


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: viewtifulduck82 on June 14, 2012, 09:58:22 AM
he'd be fine if his b move wasn't a "beam" and was more of an energy ball thing. i travels to fast, and there's not enough cool down time on it.


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: X on June 14, 2012, 11:00:59 AM
I see you noticed this thread :P.

As for the Saber attack, i won't be adding it because i have no model for it. I'll have to think of something else for it. Same for Side smash, which i can't think of anything that will fit him.

Theres still some empty space on some of the attacks...
Of course I noticed this thread, it has my name in it. :D
Hmm... For a side smash, maybe some sort of thrust of the arm, elbow, or leg? Maybe have a follow-up short range blast from the X-Buster (similar to Link's side smash)? I'm not sure, most of X's attacks are long range projectiles, you can't get much creativity out of this attack.


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: ramonM64 on June 14, 2012, 12:52:32 PM
Hero, i was about you PM you about yer thread getting deleted when i realized it was moved

about not having the Saber, i could import it over the Samus cannon. or we could delete that cannon and i import it with the actual X model, weighted to the R or L HaveN bones. or no saber at all. its up to you  (i'd go with the 1st option, we could use the extra cannon bones to make the saber bend)


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: Hero © on June 14, 2012, 01:14:53 PM
Go ahead with the first option for the bending.

I'm gonna need that saber anyways for the Air-FS (and for other stuff) or it'll look stupid.

Hopefully that isn't too much work for you.


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: X on June 18, 2012, 06:41:41 PM
So, Hero, any updates? :)


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: Hero © on June 18, 2012, 07:20:59 PM
Updates on the PSA? No, i haven't really started on that. I'm waiting for the new Brawlbox to be released. But i know some of PSA and how it works and stuff.

Updates on animating? Yes. Unfortunately, i don't feel confident in showing previews yet.
I have finished a few though. I finished the up tilt, wait1 animation, and down tilt. I'm gonna work on the Dash and Nova Strike now, since its the easiest to animate.

I'll be using someones ground smash animation that a person showed me, same for the second A attack, Squat, and Air Down-A with a few changes to some of em. I'll credit/collab him when its released...Which is nowhere near complete.

Animating takes time after all. (at least for me :srs:). So don't get excited now :P


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: X on June 19, 2012, 03:40:49 PM
Haha, I meant animations. :)
Animating does take a really long time; I tried it a couple lf times and I'd spend very long.periods of time on doing so. The animations also ended up really bad.
I'm glad you got some work done, though. :D


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: Kanine on June 22, 2012, 12:59:08 PM
I dont know if anyone has posted this yet, but you said you wish you could import the armors from the X games, but you could recolor the model to be like it.


Title: Re: Mega Man X over Samus -Work in Progress-
Post by: Hero © on June 22, 2012, 01:02:05 PM
Recolor could be acceptable, but it would be better if someone took the current model and add some parts to make it look like the specific armor.