Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: KGN Nappdagg on September 17, 2012, 10:41:23 PM



Title: GanonG0d81's Independent Retirement
Post by: KGN Nappdagg on September 17, 2012, 10:41:23 PM
So long ignoramuses. I thought that by joining brawlvault I'd get help and become a great hacker, yet I got the complete opposite. I do thank those of you that helped. Animaine,Kagemaru, and a few others that I can't think of. Hopefully ill meet someone on the other brawl hacking sites that will help. Or at Youmacon or something. When I do, everyone will be trying to colab hack with me and ill tell them no. Aside from those who helped me here. (You know who you are). Anywho, so long botched!


Title: Re: GanonG0d81's Shallow Grave: Good News Everyone!
Post by: metatrongrhm on September 18, 2012, 10:02:06 AM
Posting to stay updated :)


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Kagemaru on September 20, 2012, 12:05:39 PM
You seem new... so I'll peep game for you a bit lil homie.

(http://cdn.memegenerator.net/instances/250x250/27069158.jpg)

You either make a friend, or learn how to do it yourself.

In my case I had to generate hype with my hacks before anyone bothered to help me. AS WELL as learn how to PSA on my own. Just being an animator wont always cut it. I should know... that was my initial thought to just animate, and that didn't turn out well.

So take a second, learn to PSA, its really not that hard, and animate your stuff. the best hype generator is good animations for people to see. So have at it.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Kagemaru on September 20, 2012, 03:39:55 PM
How are the tutorials too hard?

PSAing Normal actions are by far the most simple thing in the world.

In most cases its LITERALLY something like this:

Asynchronous Frame: #
Offensive Collision
Offensive Collision
Offensive Collision
Asynchronous Frame: #
Terminate Collisions


Literally... its almost that simple.

To be only slightly more detailed would be to tell you that the offensive collisions are the hit boxes, they are attached to bones, which, in BrawlBox.67 and .67b are easily identifiable. The bones are numbered and even if you get the bone number wrong, BrawlBox will tell you what bone it is by name so you can know.

You put the damage, the base knockback (which is the knockback that will happen regardless of how much damage the attack does) the knockback growth (the knockback that adds to the base knockback based on how much damage the opponent already has) and the trajectory (the direction the hitbox will send the opponent) which is based on a degree system from 0 to 360 (361 being undefined which basically means it'll knock them in whatever direction the hitbox came from I believe. Usefull for things with low knockback) You also can increase/decrese the size of a hitbox

With the new BrawlBox out PSAing is by far the easiest to learn. The hard part is that most of your hacks will probably have to still be done using PSA which once you know how to do the PSA in BrawlBox re-doing it in SmashAttacks will be easy since BB tells you what you have clearly (not in hexadecimal) and you can SEE the hitboxes.


If you don't lack the knowledge to learn, then you lack the patience to try because like I said, with the new BB thats out, its entirely too easy to learn at least the basic stuff.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: KGN Nappdagg on September 20, 2012, 06:30:12 PM
How are the tutorials too hard?

PSAing Normal actions are by far the most simple thing in the world.

In most cases its LITERALLY something like this:

Asynchronous Frame: #
Offensive Collision
Offensive Collision
Offensive Collision
Asynchronous Frame: #
Terminate Collisions


Literally... its almost that simple.

To be only slightly more detailed would be to tell you that the offensive collisions are the hit boxes, they are attached to bones, which, in BrawlBox.67 and .67b are easily identifiable. The bones are numbered and even if you get the bone number wrong, BrawlBox will tell you what bone it is by name so you can know.

You put the damage, the base knockback (which is the knockback that will happen regardless of how much damage the attack does) the knockback growth (the knockback that adds to the base knockback based on how much damage the opponent already has) and the trajectory (the direction the hitbox will send the opponent) which is based on a degree system from 0 to 360 (361 being undefined which basically means it'll knock them in whatever direction the hitbox came from I believe. Usefull for things with low knockback) You also can increase/decrese the size of a hitbox

With the new BrawlBox out PSAing is by far the easiest to learn. The hard part is that most of your hacks will probably have to still be done using PSA which once you know how to do the PSA in BrawlBox re-doing it in SmashAttacks will be easy since BB tells you what you have clearly (not in hexadecimal) and you can SEE the hitboxes.


If you don't lack the knowledge to learn, then you lack the patience to try because like I said, with the new BB thats out, its entirely too easy to learn at least the basic stuff.
As I said before, I need an IN DEPT explaination. Prime example: I have no Idea what any of the subactions that you just said meant. Link me to what YOU watched to learn to PSA. If I fail to understand then I must just be metally challenged. Other than that, It's ridiculously hard to me because I don't know how to randomly create my own code sets (which PSA is). It's funny, I know how to script Poke'mon games but PSA is too hard for me. Perhaps I do lack "patience" because the videos out are no help.

Post Merge: September 20, 2012, 06:35:22 PM
Here's what I 'think that means. Asynchorus collison: Animation frame where the character connects
Offensive collision=first attack
Offensive collision=second attack
Offensive collision=third etc.
Asynchorus collision: Don't know what for
Terminate collision: end.

If this is not correct then you should be my tutor.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Kagemaru on September 20, 2012, 08:04:34 PM
I didn't mention any subactions...

And if you want an in-depth description, here you are:

SubAction: The animation in question.
In PSA SubActions are numbered using Hexadecimal (google it) Wait1 is usually 0 while Attack11 could be something like 1D (varries) Either way, in PSA, if you scroll down the drop box there is something that will tell you what SubAction you're on. If you're looking at it in BrawlBox.67+ then you can actually jjust CLICK the attack by name. THAT is a subaction.

Offensive Collision: A HitBox. these can also be Special Offensive Collision. The difference is their capabilities.

HitBox: A hitbox is what the game records as actually causing the damage. These are spheres that are attached to character's bones (which you should know what bones are since you animate) You can increase the size/damage/knockback/position/flags of these.

ex: Captain Falcon's Falcon Punch has a few hitboxes placed along his arm.

Flags: The the stuff that makes attacks unique. Most commonly used for the sound the attack makes when it connects, the type of GFX that happens when it connects, and the type of hit. (EX: Falcon Punch sets you on fire)

Asynchronous Timer: This is a code that tells when the code below it when to start.

Synchronous Timer: This is a code that tells when the code below it when to start. BUT it happens after the previous Synchronous or Asynchronous frame happens.

ex:

Async Timer: 5
Hitbox
Sync Timer: 3
terminate collision

This means that at Frame 5 of the animation, the hitbox will appear. 3 frames later (frame 8 because 5+3=8) the hitbox will go away. (Thats what terminate collision means)

You can have multiple Hitboxes (offensive collisions) going at the same time. Marth's Sword for example has about 4 of them during any given attack he's doing.  This is due to the size of them and having to cover the length of the sword.

No one taught me how to PSA. I had to learn like everyone else had to. And around these parts, self teaching is the best way to get help. Because no one will help someone who isn't interested in learning on their own. I had to learn that lesson too so forgive me if I sound pretentious.

The video I watched I believe by WackaAlpacka (probably spelled that wrong) were all I or anyone else needs to get a grasp on the basics. All you need to do is understand the terminology and spend some time looking at whats already PSA'd.

Open up any PSA in BrawlBox.67 and up (with the corresponding model) and watch some of the animations. BrawlBox actually shows you what part of the code is being executed at what time. There are just too many ways for anyone to say this is impossible to learn when so many others have done it on their own.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: KGN Nappdagg on September 20, 2012, 08:42:14 PM
I didn't mention any subactions...

And if you want an in-depth description, here you are:

SubAction: The animation in question.
In PSA SubActions are numbered using Hexadecimal (google it) Wait1 is usually 0 while Attack11 could be something like 1D (varries) Either way, in PSA, if you scroll down the drop box there is something that will tell you what SubAction you're on. If you're looking at it in BrawlBox.67+ then you can actually jjust CLICK the attack by name. THAT is a subaction.

Offensive Collision: A HitBox. these can also be Special Offensive Collision. The difference is their capabilities.

HitBox: A hitbox is what the game records as actually causing the damage. These are spheres that are attached to character's bones (which you should know what bones are since you animate) You can increase the size/damage/knockback/position/flags of these.

ex: Captain Falcon's Falcon Punch has a few hitboxes placed along his arm.

Flags: The the stuff that makes attacks unique. Most commonly used for the sound the attack makes when it connects, the type of GFX that happens when it connects, and the type of hit. (EX: Falcon Punch sets you on fire)

Asynchronous Timer: This is a code that tells when the code below it when to start.

Synchronous Timer: This is a code that tells when the code below it when to start. BUT it happens after the previous Synchronous or Asynchronous frame happens.

ex:

Async Timer: 5
Hitbox
Sync Timer: 3
terminate collision

This means that at Frame 5 of the animation, the hitbox will appear. 3 frames later (frame 8 because 5+3=8) the hitbox will go away. (Thats what terminate collision means)

You can have multiple Hitboxes (offensive collisions) going at the same time. Marth's Sword for example has about 4 of them during any given attack he's doing.  This is due to the size of them and having to cover the length of the sword.

No one taught me how to PSA. I had to learn like everyone else had to. And around these parts, self teaching is the best way to get help. Because no one will help someone who isn't interested in learning on their own. I had to learn that lesson too so forgive me if I sound pretentious.

The video I watched I believe by WackaAlpacka (probably spelled that wrong) were all I or anyone else needs to get a grasp on the basics. All you need to do is understand the terminology and spend some time looking at whats already PSA'd.

Open up any PSA in BrawlBox.67 and up (with the corresponding model) and watch some of the animations. BrawlBox actually shows you what part of the code is being executed at what time. There are just too many ways for anyone to say this is impossible to learn when so many others have done it on their own.
Mm
No you're not sounding pretentious, I'm starting to understand now. That actually helps out a lot, thanks. There's only one question I have. When I preview a model and go to an animation in Brawlbox v0.67+ must I load the fit.pac as well? Seems questionable because that's where the actual PSA stuff is located (according to WakaAlpacalo). If so, how would I see everything? The character.pacs dont show animations, only the motionetc.pacs show them. The right handed side of Brawlbox v0.67 is what I'm talking about. Nothing appears there. Unless I have to turn on bones or something. (I animate without bones on because I know bones by heart + They are easier to see=Better Animations).

Anyways, This weekend will be looking into PSA, and uploading some of Oot Ganondorf's best animations in Brawlbox as .gifs to hopefully bring up some hype. On a side note: My vault's downloads finally match my user name GanonGod81. Let's not stop here. Take it to 100 downloads and see what happens! ;D. Thanks Kagemaru

 P.S, I voted Sanji on the poll anyways just thought I'd let you know that there actually ARE people who wants finished characters who are ready for a release$$$$$$$


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Omniscient X on September 20, 2012, 09:51:29 PM
If this is your "Project Thread" I recommend a couple things:
1.  Stop using the blue font I literally have to highlight it everytime just to make it readable
2.  Spice up the OP with probably an image of the current project maybe your Oot Ganondorf for example?
3.  You want a PSA'er I recommend you type up a full DETAILED moveset of all the moves this guy is going to have.
You do all this stuff and I'll tell you what I'll PSA a couple moves for you if you really have trouble with the specials, a really detailed smash attack or something to that effect.  Kagemaru is right though most standard moves are just very simplistic coding.
-Omni


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Kagemaru on September 20, 2012, 10:35:58 PM
The videos are a bit outdated to go with the new BB so I'll give you that one.

Basically in BB.67+ you preview the model like you would in the older versions of BB, but in these two (.67 and 67b) you can expand the right hand side of the viewer and that will be where you see the psa stuff. BUT in order to load it, you have to expand the top of the viewer. You will see an option that says Moveset. Click it, Load the moveset you want, and it will appear on the right as a list of actions. Those are where the specials go. Next to that tab will be the sub actions and next to that will be the attributes.

You load the motion.pac up like normally in BrawlBox as well and it'll be on the left hand side.

Once you have both of those loaded up, going to the subactions tab in the PSA side of BB will take you to where all the animations are. click one, it will show you a layout similar to SmashAttacks. I suggest looking for an attack. Click it, hit 'run script' and you should see it play out coding and animation at the same time.

On a side note, I animate with bones one and turn them off when previewing what I've done so far. I do pretty well I guess. But thats just my preference. I do turn the bones off when they are more of an issue then anything... most of the time I turn off the HandN bones so that the finger bones don't get in the way.

And yeah, sprucing up the Op would be nice. I have a lame Op too though. Haven't taken the time to photoshop the hacks I've done to make my Op look nice.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Omniscient X on September 20, 2012, 10:49:36 PM
And yeah, sprucing up the Op would be nice. I have a lame Op too though. Haven't taken the time to photoshop the hacks I've done to make my Op look nice.
He doesn't have to photoshop it I'm just saying it'd be nice for those Legend of Zelda-deprived hackers to know who Oot Ganondorf is
-Omni


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Kagemaru on September 20, 2012, 11:05:09 PM
Yeah, I wasn't saying he HAD to. I was talking about me during that bit.

I have photoshop and at some point in time, I'm gonna photoshop some pics of the hacks I've done and display them in my OP. I just haven't.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Omniscient X on September 20, 2012, 11:09:32 PM
Mmmm an excellent idea, I like my simplistic renders tho they suit the characters! Lol

Also just another bit of advice for GG (that's what I'm gonna call you GanonGod) literally PSA is all about experience just experiencing everything for yourself and using others work to gain new knowledge from it.  If you get stuck or something just open up other PSA's I STILL do that sometimes when I'm making certain properties that I've never tried to make before
-Omni


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Kagemaru on September 20, 2012, 11:12:58 PM
After a while, you'll get a base foundation of knowledge of PSA and you'll eventually start to understand how it works and what is and isn't possible.

But yeah, experience is key.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Omniscient X on September 20, 2012, 11:16:46 PM
Agreed but its experience that gives you the knowledge of the building blocks that you use to make attacks.  Most logical things are possible it's just about how much you're willing to compromise and what coding your character has to start with!

This also helps: http://forums.kc-mm.com/index.php?topic=5321.0 (http://forums.kc-mm.com/index.php?topic=5321.0)
-Omni


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: KGN Nappdagg on September 21, 2012, 05:23:58 AM
If this is your "Project Thread" I recommend a couple things:
1.  Stop using the blue font I literally have to highlight it everytime just to make it readable
2.  Spice up the OP with probably an image of the current project maybe your Oot Ganondorf for example?
3.  You want a PSA'er I recommend you type up a full DETAILED moveset of all the moves this guy is going to have.
You do all this stuff and I'll tell you what I'll PSA a couple moves for you if you really have trouble with the specials, a really detailed smash attack or something to that effect.  Kagemaru is right though most standard moves are just very simplistic coding.
-Omni
-I started using Blue font because everytime I type with all capitals people complain. I like my own creativity.
-What is an "OP"?
-I had Oot Ganondorf's moveset on my old thread, but I suppose people lost interest, which is why I created my Shallow Grave.

Anyways, thanks for the support everyone. It really means a lot.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Omniscient X on September 21, 2012, 08:43:12 AM
If this is your project thread I recommend posting the moveset, the OP is your Opening Post the first post in the thread which acts as a header for the rest of the thread it should be updated periodically.
-Omni


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Azure_Shadow on September 21, 2012, 04:50:20 PM
Hey, nice to meet you. Welcome.
PSA is easy once you get the hang of it. It takes a few weeks of dedication to learn what you're doing, but from there, it only gets easier. I'd start with just the basic attacks, then learning what GFX are and how to use them. Or vica verca.

Anyway, I had a hard time learning PSA for a while, too- took me about three weeks to be able to loop a graphic effect without the Wii freezing. Then the metaphorical wall broke and I started understanding stuff- I haven't released anything on the vault so far, but I have made a few moves on PSA for other people, plus I'm working on my own secret projects for my soon-to-be-started macinima... So yeah, PSA will become easier after you work at it for a while.

Here's one piece of advice, once you get a couple basics mastered: look at others' PSAs, copy their code, and try to figure out what all the technical language means. Experiment and try changing a few pieces to see what happens. That way, you're not going into it blind.


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: KGN Nappdagg on September 21, 2012, 06:37:48 PM
Hey, nice to meet you. Welcome.
PSA is easy once you get the hang of it. It takes a few weeks of dedication to learn what you're doing, but from there, it only gets easier. I'd start with just the basic attacks, then learning what GFX are and how to use them. Or vica verca.

Anyway, I had a hard time learning PSA for a while, too- took me about three weeks to be able to loop a graphic effect without the Wii freezing. Then the metaphorical wall broke and I started understanding stuff- I haven't released anything on the vault so far, but I have made a few moves on PSA for other people, plus I'm working on my own secret projects for my soon-to-be-started macinima... So yeah, PSA will become easier after you work at it for a while.

Here's one piece of advice, once you get a couple basics mastered: look at others' PSAs, copy their code, and try to figure out what all the technical language means. Experiment and try changing a few pieces to see what happens. That way, you're not going into it blind.
Thanks

Post Merge: September 23, 2012, 12:26:49 AM
I didn't mention any subactions...

And if you want an in-depth description, here you are:

SubAction: The animation in question.
In PSA SubActions are numbered using Hexadecimal (google it) Wait1 is usually 0 while Attack11 could be something like 1D (varries) Either way, in PSA, if you scroll down the drop box there is something that will tell you what SubAction you're on. If you're looking at it in BrawlBox.67+ then you can actually jjust CLICK the attack by name. THAT is a subaction.

Offensive Collision: A HitBox. these can also be Special Offensive Collision. The difference is their capabilities.

HitBox: A hitbox is what the game records as actually causing the damage. These are spheres that are attached to character's bones (which you should know what bones are since you animate) You can increase the size/damage/knockback/position/flags of these.

ex: Captain Falcon's Falcon Punch has a few hitboxes placed along his arm.

Flags: The the stuff that makes attacks unique. Most commonly used for the sound the attack makes when it connects, the type of GFX that happens when it connects, and the type of hit. (EX: Falcon Punch sets you on fire)

Asynchronous Timer: This is a code that tells when the code below it when to start.

Synchronous Timer: This is a code that tells when the code below it when to start. BUT it happens after the previous Synchronous or Asynchronous frame happens.

ex:

Async Timer: 5
Hitbox
Sync Timer: 3
terminate collision

This means that at Frame 5 of the animation, the hitbox will appear. 3 frames later (frame 8 because 5+3=8) the hitbox will go away. (Thats what terminate collision means)

You can have multiple Hitboxes (offensive collisions) going at the same time. Marth's Sword for example has about 4 of them during any given attack he's doing.  This is due to the size of them and having to cover the length of the sword.

No one taught me how to PSA. I had to learn like everyone else had to. And around these parts, self teaching is the best way to get help. Because no one will help someone who isn't interested in learning on their own. I had to learn that lesson too so forgive me if I sound pretentious.

The video I watched I believe by WackaAlpacka (probably spelled that wrong) were all I or anyone else needs to get a grasp on the basics. All you need to do is understand the terminology and spend some time looking at whats already PSA'd.

Open up any PSA in BrawlBox.67 and up (with the corresponding model) and watch some of the animations. BrawlBox actually shows you what part of the code is being executed at what time. There are just too many ways for anyone to say this is impossible to learn when so many others have done it on their own.
What does THIS mean then?

Offensive Collision: Id=0, Bone=LShoulderJ, Damage=3, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=15, KnockbackGrowth=100, Size=3, Z Offset=1.2, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
Offensive Collision: Id=1, Bone=BustN, Damage=3, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=10, KnockbackGrowth=100, Size=2.8, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
Offensive Collision: Id=2, Bone=LArmJ, Damage=3, ShieldDamage=0, Direction=80, BaseKnockback=0, WeightKnockback=15, KnockbackGrowth=100, Size=4, Z Offset=3.3, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
Asynchronous Timer: frames=3
Terminate Collisions
Asynchronous Timer: frames=6
Bit Variable Set: RA-Bit[16] = true
Asynchronous Timer: frames=9
Bit Variable Set: RA-Bit[22] = true
Asynchronous Timer: frames=15
Allow Interrupt
Asynchronous Timer: frames=1
?


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: KGN Nappdagg on September 26, 2012, 06:06:04 PM
People seem to be really biting my style with the Middle Finger animation. And I'm not even known here yet


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Kagemaru on September 26, 2012, 06:28:19 PM
Quote
Offensive Collision: Id=0, Bone=LShoulderJ, Damage=3, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=15, KnockbackGrowth=100, Size=3, Z Offset=1.2, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
Offensive Collision: Id=1, Bone=BustN, Damage=3, ShieldDamage=0, Direction=361, BaseKnockback=0, WeightKnockback=10, KnockbackGrowth=100, Size=2.8, Z Offset=0, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
Offensive Collision: Id=2, Bone=LArmJ, Damage=3, ShieldDamage=0, Direction=80, BaseKnockback=0, WeightKnockback=15, KnockbackGrowth=100, Size=4, Z Offset=3.3, Y Offset=0, X Offset=0, TripRate=0%, HitlagMultiplier=x1, SDIMultiplier=x1, Flags=39030200
Asynchronous Timer: frames=3
Terminate Collisions
Asynchronous Timer: frames=6
Bit Variable Set: RA-Bit[16] = true
Asynchronous Timer: frames=9
Bit Variable Set: RA-Bit[22] = true
Asynchronous Timer: frames=15
Allow Interrupt
Asynchronous Timer: frames=1
?

All that means:

there are three hitboxes on this particular animation. Strictly reading it, the hitboxes appear at the beginning of the animation, on the left shoulder, the bust (chest) and the left elbow. Each of them does 3 damage, they don't send the opponent in any particular direction (thats what 361 means) the first hitbox (offensive collision) is rather small and located slightly off ofthe shoulder, the second is actually smaller, but located directly on the bust bone, and the third is slightly larger and also located slightly off of the elbow. EAch of those hit boxes will pause the person hit for exactly 1 frame (thats what hitlag is)

At frame 3 those hitboxes will go away.

At frame 6  I think Ra-Bit 16... - I just realized this is a jab. Having a hard time to guessing who's it is.

But RA-bit 16 I believe makes the animation go onto the next part of the jab

At frame9 I believe RA-bit 22 makes the animation repeat if the button is held and it doesn't hit anyone/thing.

At frame 15 the animation may be interrupted by pretty much anything.

----



Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: KGN Nappdagg on September 26, 2012, 07:42:46 PM
All that means:

there are three hitboxes on this particular animation. Strictly reading it, the hitboxes appear at the beginning of the animation, on the left shoulder, the bust (chest) and the left elbow. Each of them does 3 damage, they don't send the opponent in any particular direction (thats what 361 means) the first hitbox (offensive collision) is rather small and located slightly off ofthe shoulder, the second is actually smaller, but located directly on the bust bone, and the third is slightly larger and also located slightly off of the elbow. EAch of those hit boxes will pause the person hit for exactly 1 frame (thats what hitlag is)

At frame 3 those hitboxes will go away.

At frame 6  I think Ra-Bit 16... - I just realized this is a jab. Having a hard time to guessing who's it is.

But RA-bit 16 I believe makes the animation go onto the next part of the jab

At frame9 I believe RA-bit 22 makes the animation repeat if the button is held and it doesn't hit anyone/thing.

At frame 15 the animation may be interrupted by pretty much anything.

----


It's Mario's Neutral A, but just by you explaining this, Oot Ganondorf may be out before your sanji/sasuke/sora etc. mods


Title: Re: GanonG0d81's Shallow Grave: Need PSAers
Post by: Kagemaru on September 26, 2012, 08:02:19 PM
Lol. Thats cool. Glad I could help.


Title: Re: GanonG0d81's Shallow Grave: Check OP For Recent Progress
Post by: KGN Nappdagg on October 06, 2012, 05:06:17 PM
My First OP is updated :o. CHECK!!!!!


Title: Re: GanonG0d81's Shallow Grave: Small OP update
Post by: KGN Nappdagg on October 20, 2012, 10:33:35 PM
Scott Pilgrim
(http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/SDScott_zps7678bb62.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/1upScott_zpsb378dca0.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/Scott_zpsdbc972c6.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/BergeindyScott_zpscd2ac1b7.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/PlumtreeScott_zpsdf13a2cf.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/SharinganShirtScott_zps75a12dd8.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/ScottLucas_zps0e6fe6e8.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/SexKaBo-ombsScott_zpsb3eac371.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/PeeBarScott_zpsb5ac813b.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/NegaScott_zps873c58cb.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/Scottling_zps4897f736.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/ScottTouchdown_zpsc8dcbf9f.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/ScottTrainer_zps663d27b2.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/ScottMario_zps53363f3a.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/ViewtifulScott_zpse0973860.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/ScottWright_zpse3938f23.png) (http://pbr1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Mobile%20Uploads/BSSScott_zps380f7b7b.png)


Title: Re: GanonG0d81's Shallow Grave: Small OP update
Post by: KGN Nappdagg on October 23, 2012, 07:38:57 PM
Sorry to sound [censored]y and waste some people's time, but, PSA is not something that I can understand. I pulled an all nighter trying to figure out Mario's (Supposedly the easiest) FitMario.pac in Smash Attacks and literally gained nothing. The things that were put weren't to my understanding example: The A word Frame=9 so I think to myself "maybe that means the hit connects at nine" I go to the animation in brawlbox and it doesn't. THEN sheild damage=0 for all of the ids. In addition to the damage being 15 (which it really isn't). Anyways, sorry. I would have really loved to PSA but all I'm booked for atm is animating so, PM me if anyone needs some. Other than that, all my projects are dropped.


Title: Re: GanonG0d81's Shallow Grave: Small OP update
Post by: KGN Nappdagg on October 28, 2012, 01:19:17 PM
81 PMs.......


Title: Re: GanonG0d81's Shallow Grave: Small OP update
Post by: Chaos_Knight on October 28, 2012, 01:20:17 PM
81 PMs.......
In one day? O.o


Title: Re: GanonG0d81's Shallow Grave: Small OP update
Post by: Carnage on October 28, 2012, 01:21:59 PM
ridley head tilted abit downwards would be better for the csp


Title: Re: GanonG0d81's Shallow Grave: Small OP update
Post by: KGN Nappdagg on October 28, 2012, 01:25:59 PM
Naw, Just thought it'd be funny because of my username. Also, I have your CSP, but I've been busy with Ridley. It'll be up soon.

Post Merge: October 28, 2012, 01:26:50 PM
ridley head tilted abit downwards would be better for the csp
Will Do


Title: Re: GanonG0d81's Shallow Grave: Poll decides on if I should keep modding.
Post by: KGN Nappdagg on November 01, 2012, 03:47:34 PM
Welp...Goodbye guys. The poll decided on if I should continue or not so....... yah know. Anyways, I just want to say this was an epic experience for me (for the most part)

Post Merge: November 02, 2012, 09:42:51 AM
Edit: Last attempt to try PSA because people who told me if I give up I'm weak so, for those of you who think my mods suck, that's your opinion and I repesct it. But once I get some experience and release some great mod I hope that you look back to this thread to see how trollish people can be.


Title: Re: GanonG0d81's Shallow Grave: Small OP update
Post by: jrush64 on November 02, 2012, 12:27:59 PM
Leave your topic open, I'll post the tutorial here.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: KGN Nappdagg on November 02, 2012, 01:06:30 PM
Leave your topic open, I'll post the tutorial here.
Thamks a bunch, Seriously, I owe you one.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: KGN Nappdagg on November 16, 2012, 05:29:30 PM
Hopefully, my progress on the final smash animations will give Ridley a release descent enough to hold people over.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: KGN Nappdagg on November 30, 2012, 03:44:36 PM
Soooo.....I just earned a LOAD of downloads that I didn't deserve. I may quit hacking because I am so busy, but I don't deserve them downloads.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: Kagemaru on November 30, 2012, 11:44:39 PM
I haven't seen your FS yet but I'm sure its fine. (I Haven't played brawl in months... haven't even played with my own Sora)

Stop beating yourself up over this stuff man... Just learn from each experience.

If you're still having issues PSAing, I could help you with the basic stuff. I'm no 'expert' but I know enough to where I can figure [censored] out given enough time and motivation.

I'm sure that I can help you get a basic understanding of how to PSA and get you to at least the point I'm on. If not better... cause I'd be a much better PSAer if I werent so damn unmotivated >_<;

But anyway, if you're busy, you're busy, but if you wanna take me up on my offer, shoot me a pm and I'll start by explaining the basics.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: KGN Nappdagg on December 01, 2012, 09:26:13 AM
I haven't seen your FS yet but I'm sure its fine. (I Haven't played brawl in months... haven't even played with my own Sora)

Stop beating yourself up over this stuff man... Just learn from each experience.

If you're still having issues PSAing, I could help you with the basic stuff. I'm no 'expert' but I know enough to where I can figure [censored] out given enough time and motivation.

I'm sure that I can help you get a basic understanding of how to PSA and get you to at least the point I'm on. If not better... cause I'd be a much better PSAer if I werent so damn unmotivated >_<;

But anyway, if you're busy, you're busy, but if you wanna take me up on my offer, shoot me a pm and I'll start by explaining the basics.
Thanks K, and if Jrush64 doesn't release his tutorial soon than I'll surely take up on your offer. At this point, I need all the help I can get.

Post Merge: December 01, 2012, 10:49:59 AM
I'm feeling that spark and I NEED .gif animations to animate


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: Chaos_Knight on December 01, 2012, 11:07:52 AM
I've seen your video and your animations look pretty decent.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: jrush64 on December 01, 2012, 11:10:13 AM
Ganon I haven't forgotten the tutorial. I'll release as soon as Roxas is done which is very soon. In fact my Wednesday at the latest.

But still ask help from Kagemaru.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: KGN Nappdagg on December 01, 2012, 11:10:21 AM
I've seen your video and your animations look pretty decent.

Imo, that's far from my best work, I just had to post something to keep this thread alive. If I had references, I'd OWN at animating. (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Awesomeface.gif)

Post Merge: December 01, 2012, 11:10:57 AM
Ganon I haven't forgotten the tutorial. I'll release as soon as Roxas is done which is very soon. In fact my Wednesday at the latest.

But still ask help from Kagemaru.

Alrighty ;D


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: Kagemaru on December 02, 2012, 12:57:58 PM
References are a good start. What I would do is look for some sprite sheets of characters that are released on the Vault.

I have sprite sheets of Chun-Li, Ryu, Hulk, Wolverine, etc... because they were on the vault and I was doing/am doing movesets for them.

Sprite Sheets are easier to work with then gifs because they don't constantly move AND they work like animating frames work. From one page to the next, when animating you just add a couple frames in between and press play...

Either that, or you could do it the harder way and look for videos or gifs of stuff moving. Its a tad harder but you can pause and rewind videos.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: AnImAiNe on December 17, 2012, 07:34:32 PM
never been here before >_>


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: KGN Nappdagg on December 19, 2012, 09:21:13 AM
never been here before >_>
Yep AND there's some good news. With the help of Kagemaru, I PSAed my first move yesterday  :af2: which worked in-game

Post Merge: December 19, 2012, 10:45:52 AM
Quote
To be only slightly more detailed would be to tell you that the offensive collisions are the hit boxes, they are attached to bones, which, in BrawlBox.67 and .67b are easily identifiable. The bones are numbered and even if you get the bone number wrong, BrawlBox will tell you what bone it is by name so you can know.
I was trying to find that...all I see is value 1 value 2...where does BB display the bone name.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: Kagemaru on December 19, 2012, 09:09:00 PM
Value 1 is the bone.

Value 2 is the id... this isn't as important... but it comes in handy when you have a LOT of offensive collisions on a single animation.

If you right click the bone name in the previewer (on the right side of the BB) it'll tell you the bone's number.

Put that in the value 1 for Bone ni the offensive collision.


Title: Re: GanonG0d81's Shallow Grave: Animation Video In OP
Post by: KGN Nappdagg on December 29, 2012, 10:03:36 PM
OP UDATED (CSPs, New Brstm, and two new textures)


Title: Re: GanonG0d81's Shallow Grave: New Poll+Slightly Up To Date OP
Post by: KGN Nappdagg on January 07, 2013, 12:19:31 PM
This thread is dying and I'm on the verge of removing it. This is the final opportunity to make requests and what not.
So...since progress is already slow and I'm having trouble wit A LOT of things,
I thought I'd drop some things.

Problems:
-Getting Stages Backgrounds to show up and once shown,
get OTHER models to work. I don't know i THINK it has something
to do with the order (in which I have not the slightest clue).
-An easier way to mave Models around Stages while also knowing exactly where it belongs.
This on is annoying because it makes Stage Editing tedious when you don't know where everything
is and you have to constantly keep moving ALL of the models.
-Putting animations on MORE than one model.
I've been screwing around with stages long enough to make a few of my own and what I've noticed
in the process was that some stages have more than one model occupying the same animation.
HOW? I have tried to replicate the Model and animation datas exactly the same but....nothing.
-Animations and Frames.
So I want....say "X" Model (will not ruin surprise)
to stay in place rotating for 400 frames, and then at frame 401
it starts moving left. So when I try this I get a roting in place model moving to the left.
The frames stretch all the way from 1 to 401, but I only want the moving left to occur when iit reaches frame
401 NOT up until 401.
-Riivolution & Codes
Above all pet peeves of Brawl Modding the title belongs to the LOUD buzz of death. You know, that loud BEEEEP!!!
that wakes the entire house up....yeah, well it brings my piss to a specific boil when I put in codes
put the "RSBE01.gct" in the X:Codes/ folder with the .txt in the "txtcodes" folder and load up brawl via
Riivolution's Riivolution.xml (The one working with Flaming Blue CSS) and whoopdie doo! Not a single code works.
Not even the unlimited pause camera which, by the way, doesn't require anything special to work.
My folder directory is the default Private/Wii/App/Rsbe....blah blah blah. Everything works fine except for
codes. WELL actually, I wouldn't say everything because MAORITY of the good stuff requires them, soo...yeah.
-Stage Collisions.
I know how to edit them, the problem is that when you are viewing the collision data for some stages
it is impossible to tell exactly where the ground is on the collision data, hence it moves whenever you move.
So yeah...
Really thinking about quitting until I can solve these problems, and I know a lot of you will say things like
"ask for help in the HELP section", "you should already know this", "You have to be more specific", and so forth.
Yattayatta, just help me if you know how to fix any of these becuase quite frankly, I'm sure that 80% of you here
on the vault would not enjoy looking through 130 pages of old threads to find DIFFERENT solutions to several
problems that could possibly be outdated. It's just common sense to get help on your own thread :srs:
Also, I'm aware of how busy users are and who the hwll would I be to waste their time on some small crap that's
most likely common sense (to them anyways). So again, those of you who don't mind helping, HELp...thanks.

-[Takes Breath]-

Now onto the posititve sides of things.
As you can tell if you read my sob story, I've learned a lot about stage making, and while I have a long
road to follow I think I may put away Character animating and such just for stages.
Why? Well look at the benefits:
-You don't need to learn the hardest thing since Brawl Modding called PSA ;D
-You don't really have to worry about T-Poses and crap.
-From what I've done, editing stages freeze less often (FROM WHAT I've dug into)
-And overall, the Vault needs more stage hackers.
(NO OFFENSE, but the good ones are slacking.....same for PSAers)

Anyways people that's my update becuase connecting to Internet for me is a rare thing.
PLEASE:
-Give Feedback
-Let Me Know Of Some Fixes For My Disasters
-Stay Tuned For HOPEFULLY a new release. (Not Going To Say What but It Should have been released)
~GanonG0d81~

Also pleash check OP
(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/PrimeN_zpsd9067b9d.gif)
(http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/MaR3o_zps2c38a673.gif) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Internet-Link_zps26f1c522.gif) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/E9vloud-Pkmnt1R_zps3f734fdb.gif) (http://i1065.photobucket.com/albums/u398/Sagittarius_Nappdagg/Cloud-OPTrue_zpse9324cca.gif) [/img]


Title: Re: GanonG0d81's Shallow Grave: New Poll+Slightly Up To Date OP
Post by: Kagemaru on January 07, 2013, 12:23:24 PM
You r animation problem... I may know how to fix it but I'm about to leave work so I'll type more detail in a second.


Title: Re: GanonG0d81's Shallow Grave: New Poll+Slightly Up To Date OP
Post by: KGN Nappdagg on January 11, 2013, 07:06:16 AM
You r animation problem... I may know how to fix it but I'm about to leave work so I'll type more detail in a second.
Yeah, but no. It's more problem with getting an animation to stretch to a frame, stop, then stretch to another frame rather than have the entire animation stretch from frame 0 to the last frame


Title: Re: GanonG0d81's Shallow Grave: New Poll+Slightly Up To Date OP
Post by: KGN Nappdagg on January 27, 2013, 10:44:12 PM
Do I hear crickets? WAKE THOF!! UPPPPP!!!!!  :kdance: beep  :kdance: beep  :kdance: beep  :kdance: beep  :kdance: beep  :kdance: beep  :kdance: beep  :kdance: beep  :kdance: beep  :kdance: beep  :kdance: MOTHA[censored]IN' BLEEEEEEEEEEEEEEEEEP!!!!!!!!!!!!!!!
http://gifninja.com/animated-gifs/571433/d/f6651824 (http://gifninja.com/animated-gifs/571433/d/f6651824)