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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Soul Nami on September 06, 2010, 03:42:00 PM



Title: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Soul Nami on September 06, 2010, 03:42:00 PM
This is the NEW Project Zero thread.
ShadowSnake gave us permission to make a new one.

プロジェクトゼロ
(PROJECT ZERO)
(http://i49.tinypic.com/sz7t05.jpg)

Moveset ideas are agreed upon:

Jab: Zero performs his famous Triple Slash combo.

F-Tilt: Zero performs a two-hit attack consisting of a slash and a thrust. (From MMX:CM)

D-Tilt: Zero kicks his leg out (TvC Down-Light attack).

U-Tilt: Zero does a element-less half moon slash.

Nair: Zero performs his Aerial Slash from X6.

Fair: Zero kicks out with his foot, firing off a Dash Booster as he kicks out.

Dair: Zero does a single, somersaulting slash (TvC Aerial Heavy), completing one revolution. It has a mediocre spike if the Saber hits the opponent diagonally to the right and left. it carries a heavy spike if the hit is directly below Zero during the somersault.

Bair: Zero does an flying Roundhouse kick behind him.

Uair: Zero thrusts his saber upwards.

Down Smash: Zero takes his Saber and spins in place, doing a stationary Shippuuga attack.

F-Smash: Zero takes his fists and performs a one-two punch attack.

Final Smash: The Triple Giga Attack. (Massenkou -> Rakuhouha -> Shin Massenkou).

FThrow: Zero gutbusters the opponent with his Buster before discharging it.

DThrow: Zero shoves the opponent to the ground and performs his Skull-Splitter attack on the opponent, putting them in a downed state with no KB. (from MMX:CM),

BThrow: Zero dashes behind the opponent and fires a charged shot into the opponent's back with moderate KB (imagine something similar to Sonic's Dthrow, except it makes them airborne).

(MOVESET BY VELEN ZAIGA)

THE TEAM
s o u l z e r o
Velen Zaiga
ShadowSnake


NOW HIRING!
                ANIMATORS NEEDED.


PROGRESS
|||||
5.7%

What is Project Zero, exactly?
Project Zero is a project where a whole group of texture/animation/PSA hackers are
gathered and devoted to put Zero in Brawl.

The team, is currently working with the Zero Import by -BigSharkZ-, and the model resized by
s o u l z e r o, a.k.a wafflehack.

This project has been started by ShadowSnake, but has currently left for the moment and
will come back soon.

The second person ever in KC-MM, to know how to re-animate the Zero Model, was s o u l z e r o.

We have tried to work with BeyondYou's Zero model over Link, but since the import is now working, we decide to REALLY put Zero in Brawl.

The team is in need of Animation hacking help, because the team is only developed by 2, because SS
is currently gone.


 Thread by: soulzero and シャドースネーク(http://i993.photobucket.com/albums/af60/isoulcalibur/avatar_3147.png)

NOTE TO PROJECT ZERO DEVELOPERS
Haven't made this clear, but, if you are going to release a file to the team, do not post it
here, PM the link to the team members.

*NEW* WHAT'S DONE
Textures on armor (soulzero) (Brawlified textures are being created by Velen Zaiga)
Resizing (soulzero)
Wait animations (Based off Megaman games) (Damage wait is also included) (Velen Zaiga)

WHAT NEEDS TO BE DONE
Attack Animations
Entrance
Winning poses
Taunts
Falling Animations (almost finished)
PSA
Material editing
1 more Wait animation
and more to list...


NOTE: TO PEOPLE WHO DO PSA AND WANT TO WORK ON THIS
We are currently not hiring any PSA'ers until all animations, or MOST animations are done.
Please wait, and check back every 1-3 weeks to see our progress.

We are working out questions with the model, but until then, PSA'ers must wait.

TEAMS' TO DO LIST

Velen Zaiga's To Do's:
Finish General Animations: (Wait1 - Rebound)
Finish Attack animations: (I'll do Attack11-13 and the Up Special)
Finish Throwing animations.
Finish Thrown animations.
Finish Miscellaneous animations (anything that is not any of the above.)

s o u l z e r o's to do:
Falling animations
1/3 of the attack animations



Title: Re: (NEW) Project Zero
Post by: Mr. Nice guy on September 06, 2010, 03:45:19 PM
I want in! XD  I'll be animator :D


Title: Re: (NEW) Project Zero
Post by: Hollow on September 06, 2010, 03:48:18 PM
Derf.......maybe later.


Title: Re: [NEW] Project Zero
Post by: Velen on September 06, 2010, 03:53:13 PM
Dang, you beat me to it. I better go delete the other thread. O__O

EDIT: I also wanted to inform you that I made some edits to the Moveset, and am leaving the Aerial Side B up for further suggestion. I feel Sentsuizan wasn't the best choice for an attack.

Here are the ones I have changed.

F-Tilt: Zero performs a two-hit attack consisting of a slash and a thrust. (From MMX:CM)

U-Tilt: Zero does a element-less half moon slash.

Changes to Smashes are:

F-Smash: Zero takes his fists and performs a one-two punch attack.

Down Smash: Zero takes his Saber and spins in place, doing a stationary Shippuuga attack.

That's all.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 06, 2010, 03:54:09 PM
Dang, you beat me to it. I better go delete the other thread. O__O
ROFL, sorry. ^_^

I want in! XD  I'll be animator :D
Alright, COOL! OP edited.

Oh and also, don't start any animations yet,
until Velen finishes the waits and releases the motionetc.pac file.
and don't rush him. >_>


Title: Re: [NEW] Project Zero
Post by: Velen on September 06, 2010, 04:07:30 PM
Dang, you beat me to it. I better go delete the other thread. O__O
ROFL, sorry. ^_^

I want in! XD  I'll be animator :D
Alright, COOL! OP edited.

Oh and also, don't start any animations yet,
until Velen finishes the waits and releases the motionetc.pac file.
and don't rush him. >_>


Yeah, sorry about that. I'll release the Fitmotionfile tomorrow. Note that I am doing Zero's Jabs, but I'll give you his two Wait animations. The first animation is the one we use for most of Zero's attacks.

I am also going to go back and redo Zero's textures again sometime during the project. So for now just stick with HackZero's edited model (which I assume has had it's W and S textures replaced with Tex1 and 2).

Also, forgot these last two in my last post.

Nair: Zero performs his Aerial Slash from X6.

Uair: Zero thrusts his saber upwards.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 06, 2010, 04:08:48 PM
Dang, you beat me to it. I better go delete the other thread. O__O
ROFL, sorry. ^_^

I want in! XD  I'll be animator :D
Alright, COOL! OP edited.

Oh and also, don't start any animations yet,
until Velen finishes the waits and releases the motionetc.pac file.
and don't rush him. >_>


Yeah, sorry about that. I'll release the Fitmotionfile tomorrow. Note that I am doing Zero's Jabs, but I'll give you his two Wait animations. The first animation is the one we use for most of Zero's attacks.

I am also going to go back and redo Zero's textures again sometime during the project. So for now just stick with HackZero's edited model (which I assume has had it's W and S textures replaced with Tex1 and 2).
The Z-Saber model?
if it's that, then I still have to do it, I didn't have enough time yesterday.


Title: Re: [NEW] Project Zero
Post by: Velen on September 06, 2010, 04:12:55 PM
Dang, you beat me to it. I better go delete the other thread. O__O
ROFL, sorry. ^_^

I want in! XD  I'll be animator :D
Alright, COOL! OP edited.

Oh and also, don't start any animations yet,
until Velen finishes the waits and releases the motionetc.pac file.
and don't rush him. >_>


Yeah, sorry about that. I'll release the Fitmotionfile tomorrow. Note that I am doing Zero's Jabs, but I'll give you his two Wait animations. The first animation is the one we use for most of Zero's attacks.

I am also going to go back and redo Zero's textures again sometime during the project. So for now just stick with HackZero's edited model (which I assume has had it's W and S textures replaced with Tex1 and 2).
The Z-Saber model?
if it's that, then I still have to do it, I didn't have enough time yesterday.
I mean Zero's model.

The Z-Saber will have to be given custom animations of it's own for the attacks since it is going to be used as a separate article. Kinda like how some character articles have animations for them that are specific to that article.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 06, 2010, 04:16:15 PM
Dang, you beat me to it. I better go delete the other thread. O__O
ROFL, sorry. ^_^

I want in! XD  I'll be animator :D
Alright, COOL! OP edited.

Oh and also, don't start any animations yet,
until Velen finishes the waits and releases the motionetc.pac file.
and don't rush him. >_>


Yeah, sorry about that. I'll release the Fitmotionfile tomorrow. Note that I am doing Zero's Jabs, but I'll give you his two Wait animations. The first animation is the one we use for most of Zero's attacks.

I am also going to go back and redo Zero's textures again sometime during the project. So for now just stick with HackZero's edited model (which I assume has had it's W and S textures replaced with Tex1 and 2).
The Z-Saber model?
if it's that, then I still have to do it, I didn't have enough time yesterday.
I mean Zero's model.

The Z-Saber will have to be given custom animations of it's own for the attacks since it is going to be used as a separate article. Kinda like how some character articles have animations for them that are specific to that article.
Yeah, okay.
I have to go somewhere, though.
I'll be back in an hour.

I also have to release the model. Bye Velen!


Title: Re: [NEW] Project Zero
Post by: SuperNova on September 06, 2010, 05:07:47 PM
if anyone wants my help i can animate


Title: Re: [NEW] Project Zero
Post by: Hollow on September 06, 2010, 05:29:15 PM
Nyah, I can help you guys with the PSA if you have any questions.


Title: Re: [NEW] Project Zero
Post by: Ninka_kiwi on September 06, 2010, 05:47:40 PM
Dang, you beat me to it. I better go delete the other thread. O__O
ROFL, sorry. ^_^

I want in! XD  I'll be animator :D
Alright, COOL! OP edited.

Oh and also, don't start any animations yet,
until Velen finishes the waits and releases the motionetc.pac file.
and don't rush him. >_>


Yeah, sorry about that. I'll release the Fitmotionfile tomorrow. Note that I am doing Zero's Jabs, but I'll give you his two Wait animations. The first animation is the one we use for most of Zero's attacks.

I am also going to go back and redo Zero's textures again sometime during the project. So for now just stick with HackZero's edited model (which I assume has had it's W and S textures replaced with Tex1 and 2).
The Z-Saber model?
if it's that, then I still have to do it, I didn't have enough time yesterday.
I mean Zero's model.

The Z-Saber will have to be given custom animations of it's own for the attacks since it is going to be used as a separate article. Kinda like how some character articles have animations for them that are specific to that article.

so the Z-sabor is going to be working like how lloyds dwords worked in the lloyd model and psa hack?


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 06, 2010, 06:47:42 PM
if anyone wants my help i can animate
People who are not team members may not help.
We have a certain txt file which you'll need,
which information cannot be given out on this site.

Since you're new, I don't know if I can trust you or not.


Title: Re: [NEW] Project Zero
Post by: Velen on September 06, 2010, 06:51:44 PM
if anyone wants my help i can animate
People who are not team members may not help.
We have a certain txt file which you'll need,
which information cannot be given out on this site.

Since you're new, I don't know if I can trust you or not.

Zero, they can join if they can prove they have the skill.

-and yes Ninka, it will, because the Z-Saber is a separate article in TvC. Therefore it is going to be a separate article in Brawl.

Also, Hack, you mentioned testing out the Z-Saber, did you put it in Zero's FitLink.pac?

Show me some screenshots here, I want to see what your are talking about.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 06, 2010, 06:57:14 PM
if anyone wants my help i can animate
People who are not team members may not help.
We have a certain txt file which you'll need,
which information cannot be given out on this site.

Since you're new, I don't know if I can trust you or not.

Zero, they can join if they can prove they have the skill.

-and yes Ninka, it will, because the Z-Saber is a separate article in TvC. Therefore it is going to be a separate article in Brawl.

Also, Hack, you mentioned testing out the Z-Saber, did you put it in Zero's FitLink.pac?

Show me some screenshots here, I want to see what your are talking about.
I tested it as an ITEM, to test the textures.
The textures are dark, once again.
But it does function right, except when the chars hold it, it looks like the handle is jabbed through their hand. :srs:
if anyone wants my help i can animate
People who are not team members may not help.
We have a certain txt file which you'll need,
which information cannot be given out on this site.

Since you're new, I don't know if I can trust you or not.

Zero, they can join if they can prove they have the skill.


She/he is not talking about joined the team.  Just helping.

I'm very strict with the information I gathered, because that information wasn't released
anywhere on how to re-animate him. :srs:

If she/he wants to join, then like you said, they have to prove skill.


Title: Re: [NEW] Project Zero
Post by: Velen on September 06, 2010, 06:58:57 PM
if anyone wants my help i can animate
People who are not team members may not help.
We have a certain txt file which you'll need,
which information cannot be given out on this site.

Since you're new, I don't know if I can trust you or not.

Zero, they can join if they can prove they have the skill.

-and yes Ninka, it will, because the Z-Saber is a separate article in TvC. Therefore it is going to be a separate article in Brawl.

Also, Hack, you mentioned testing out the Z-Saber, did you put it in Zero's FitLink.pac?

Show me some screenshots here, I want to see what your are talking about.
I tested it as an ITEM, to test the textures.
The textures are dark, once again.
But it does function right, except when the chars hold it, it looks like the handle is jabbed through their hand. :srs:

Show me a screenshot. That is all I ask.

How is the Z-Saber oriented compared to the original Beam Sword?


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 06, 2010, 06:59:19 PM
Wow, this is a secret operation!

But I was wondering... are you going to make all of your animations from scratch or try to make the model compatible with Brawl animations?


Title: Re: [NEW] Project Zero
Post by: Mr. Nice guy on September 06, 2010, 07:05:28 PM
Dang, you beat me to it. I better go delete the other thread. O__O
ROFL, sorry. ^_^

I want in! XD  I'll be animator :D
Alright, COOL! OP edited.

Oh and also, don't start any animations yet,
until Velen finishes the waits and releases the motionetc.pac file.
and don't rush him. >_>

I haz nothin to do.. Velen, Get your lazy ass off the couch and do da animations XD jk


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 06, 2010, 07:07:47 PM
if anyone wants my help i can animate
People who are not team members may not help.
We have a certain txt file which you'll need,
which information cannot be given out on this site.

Since you're new, I don't know if I can trust you or not.


Zero, they can join if they can prove they have the skill.

-and yes Ninka, it will, because the Z-Saber is a separate article in TvC. Therefore it is going to be a separate article in Brawl.

Also, Hack, you mentioned testing out the Z-Saber, did you put it in Zero's FitLink.pac?

Show me some screenshots here, I want to see what your are talking about.
I tested it as an ITEM, to test the textures.
The textures are dark, once again.
But it does function right, except when the chars hold it, it looks like the handle is jabbed through their hand. :srs:


Show me a screenshot. That is all I ask.

How is the Z-Saber oriented compared to the original Beam Sword?
I have 3 screenshots, I'll upload them in a few mins, okay?
Wow, this is a secret operation!

But I was wondering... are you going to make all of your animations from scratch or try to make the model compatible with Brawl animations?
Completely scratch.
This model is not compatible for porting animations.
There's a slight chance we will make a one-slot Zero, but that's a very slim chance.
-----
Well I can't find the third photo in my SD, but here are the only 2 I found.
(http://i993.photobucket.com/albums/af60/isoulcalibur/al_100905_2327binout.jpg)
(http://i993.photobucket.com/albums/af60/isoulcalibur/al_100905_2328binout.jpg)

As you can see, we need to be more concerned with the texture on the handle.
it's very dark. >_>

And No, this is NOT fake.


Title: Re: [NEW] Project Zero
Post by: Velen on September 06, 2010, 07:20:27 PM
if anyone wants my help i can animate
People who are not team members may not help.
We have a certain txt file which you'll need,
which information cannot be given out on this site.

Since you're new, I don't know if I can trust you or not.

Zero, they can join if they can prove they have the skill.

-and yes Ninka, it will, because the Z-Saber is a separate article in TvC. Therefore it is going to be a separate article in Brawl.

Also, Hack, you mentioned testing out the Z-Saber, did you put it in Zero's FitLink.pac?

Show me some screenshots here, I want to see what your are talking about.
I tested it as an ITEM, to test the textures.
The textures are dark, once again.
But it does function right, except when the chars hold it, it looks like the handle is jabbed through their hand. :srs:

Show me a screenshot. That is all I ask.

How is the Z-Saber oriented compared to the original Beam Sword?
I have 3 screenshots, I'll upload them in a few mins, okay?
Wow, this is a secret operation!

But I was wondering... are you going to make all of your animations from scratch or try to make the model compatible with Brawl animations?
Completely scratch.
This model is not compatible for porting animations.
There's a slight chance we will make a one-slot Zero, but that's a very slim chance.


To do that, we need to make one new bone animation for each animation Zero has. That is a lot of animations. For now lets focus on just getting the animations done.

Also Sumire, he is right. We're going to try making them completely from scratch. This way the hack will be all it's own and won't share any movements with any other characters.

Also I have a few throw ideas.

FThrow: Zero gutbusters the opponent with his Buster before discharging it.

DThrow: Zero shoves the opponent to the ground and performs his Skull-Splitter attack on the opponent, putting them in a downed state with no KB. (from MMX:CM),

BThrow: Zero dashes behind the opponent and fires a charged shot into the opponent's back with moderate KB (imagine something similar to Sonic's Dthrow, except it makes them airborne).

EDIT: Why the ever loving heck are they floating in the air for one thing. That's also because the orientation of the Z-Saber is wrong. It's at a 90 degree angle from the position it should be for in game. So that needs to be fixed if it's to be sued as an Item.

I don't think we'll have the same problem with Zero though. We still need to give Zero some HaveN bones and find a way to make the Saber have a HaveN as well so Zero can hold it when we summon it into his hand as one of his articles.

The textures on the Saber can probably be explained in the same way as Zero's textures. Check them for darker textures. If not, then it's a problem with the materials.


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 06, 2010, 07:30:47 PM
Oh... I see.

Are you replacing the Beam Sword with the Z Saber?

And who does this go over?

Sorry for all the questions...


Title: Re: [NEW] Project Zero
Post by: Velen on September 06, 2010, 07:35:02 PM
Oh... I see.

Are you replacing the Beam Sword with the Z Saber?

And who does this go over?

Sorry for all the questions...

No, we won't, we'll be replacing one of Link's articles (like his Hookshot or Boomerang).

This is going to go over Link, as it has in the past, but once everything is done, we can go back and make a One-Slot version so it won't take up all the slots.


Title: Re: [NEW] Project Zero
Post by: SuperNova on September 06, 2010, 10:38:30 PM
i understand what you mean when you say you dont know if you can trust me how would i go about proving i have the skill?


Title: Re: [NEW] Project Zero
Post by: Velen on September 06, 2010, 10:48:45 PM
i understand what you mean when you say you dont know if you can trust me how would i go about proving i have the skill?

Show us some animations you have done in BrawlBox in a video on Youtube, or show us a PSA you have made custom animations for. It has to be your own PSA or a PSA you were recognized as working on. It has to be legitimate as well.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 07, 2010, 07:01:08 PM
All textures replaced. (S & W TEXTURES)

But the problem now to get rid of Z-Busters, is that the textures of the Z-Busters are partly Polygons now.


Title: Re: [NEW] Project Zero
Post by: Velen on September 07, 2010, 07:01:54 PM
All textures replaced. (S & W TEXTURES)

But the problem now to get rid of Z-Busters, is that the textures of the Z-Busters are partly Polygons now.

You just turn the polygons off with PSA.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 07, 2010, 07:11:27 PM
All textures replaced. (S & W TEXTURES)

But the problem now to get rid of Z-Busters, is that the textures of the Z-Busters are partly Polygons now.

You just turn the polygons off with PSA.
PSA is awesome. :af2:


Title: Re: [NEW] Project Zero
Post by: Mr. Nice guy on September 09, 2010, 09:34:05 AM
All textures replaced. (S & W TEXTURES)

But the problem now to get rid of Z-Busters, is that the textures of the Z-Busters are partly Polygons now.


You just turn the polygons off with PSA.
PSA is awesome. :af2:
(http://img801.imageshack.us/img801/9818/iseewhatyouaredoing.png) DAI!!!!


Title: Re: [NEW] Project Zero
Post by: Eternalshadow on September 09, 2010, 01:55:20 PM
Just curious, hows the total progress commin


Title: Re: [NEW] Project Zero
Post by: GreenEnvy on September 09, 2010, 03:22:47 PM
This is goin good


Title: Re: [NEW] Project Zero
Post by: Velen on September 09, 2010, 03:24:16 PM
Just curious, hows the total progress commin


Not much right now. Unfortunately. MediaFire is up so I'll upload the FitMotionEtc for HZ.

EDIT: Here is the edited FitMotionEtc with the Wait animations.

http://www.mediafire.com/?bgq5ya15ox4miic



Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 10, 2010, 10:21:30 AM
Just curious, hows the total progress commin


Not much right now. Unfortunately. MediaFire is up so I'll upload the FitMotionEtc for HZ.

EDIT: Here is the edited FitMotionEtc with the Wait animations.

[url]http://www.mediafire.com/?bgq5ya15ox4miic[/url]


Cool.

Thanks dude.
Oh yeah I must edit the OP again... :af2:
But I have one question, is the Z-Saber Hilt (handle) moveable by any chance?


Title: Re: [NEW] Project Zero
Post by: Velen on September 10, 2010, 03:16:13 PM
Just curious, hows the total progress commin


Not much right now. Unfortunately. MediaFire is up so I'll upload the FitMotionEtc for HZ.

EDIT: Here is the edited FitMotionEtc with the Wait animations.

[url]http://www.mediafire.com/?bgq5ya15ox4miic[/url]


Cool.

Thanks dude.
Oh yeah I must edit the OP again... :af2:
But I have one question, is the Z-Saber Hilt (handle) moveable by any chance?


No, it's not. The Z-Saber's hilt polygon is attached to his "breast" bone and it cannot be moved. That is why the Z-Saber has to be summoned into his hand as an article and have the hilt polygon become invisible via PSA when he attacks. TvC does the same thing with Zero while playing as him.

After I get home today, I am going Brawl a bit, work on the Peach texture a little, then try to at least finish Zero's first two (or maybe even complete) his jabs. If I somehow can do that, we can test Zero's jabs after setting them up in PSA (though I still need to re-setup the HBC on my Wii before I can do that). We'll debug him if any bad glitches occur during the testing, and then continue.

After that, I can attempt to repaint Zero's textures by hand in Photoshop to make it look more like Brawl's visual style (which will take some studying from other Brawl textures).


After going clothes shopping... Dem these setbacks. >: (


Title: Re: [NEW] Project Zero
Post by: Eternalshadow on September 10, 2010, 03:44:58 PM
seems like a plan XD. Good job people. cant wait till we see some awesome action!



Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 10, 2010, 04:07:08 PM
Just curious, hows the total progress commin


Not much right now. Unfortunately. MediaFire is up so I'll upload the FitMotionEtc for HZ.

EDIT: Here is the edited FitMotionEtc with the Wait animations.

[url]http://www.mediafire.com/?bgq5ya15ox4miic[/url]


Cool.

Thanks dude.
Oh yeah I must edit the OP again... :af2:
But I have one question, is the Z-Saber Hilt (handle) moveable by any chance?


No, it's not. The Z-Saber's hilt polygon is attached to his "breast" bone and it cannot be moved. That is why the Z-Saber has to be summoned into his hand as an article and have the hilt polygon become invisible via PSA when he attacks. TvC does the same thing with Zero while playing as him.

After I get home today, I am going Brawl a bit, work on the Peach texture a little, then try to at least finish Zero's first two (or maybe even complete) his jabs. If I somehow can do that, we can test Zero's jabs after setting them up in PSA (though I still need to re-setup the HBC on my Wii before I can do that). We'll debug him if any bad glitches occur during the testing, and then continue.

After that, I can attempt to repaint Zero's textures by hand in Photoshop to make it look more like Brawl's visual style (which will take some studying from other Brawl textures).


After going clothes shopping... Dem these setbacks. >: (
Okay, so we start the animation, but we don't use the Z-Saber, we make his hand LOOK LIKE he is using the saber, right?

Then we just add the Z-Saber in?
Alright, tomorrow, me's a gonna startz teh animations.

I'll do the falling animations.


Title: Re: [NEW] Project Zero
Post by: Velen on September 10, 2010, 04:10:54 PM
Just curious, hows the total progress commin


Not much right now. Unfortunately. MediaFire is up so I'll upload the FitMotionEtc for HZ.

EDIT: Here is the edited FitMotionEtc with the Wait animations.

[url]http://www.mediafire.com/?bgq5ya15ox4miic[/url]


Cool.

Thanks dude.
Oh yeah I must edit the OP again... :af2:
But I have one question, is the Z-Saber Hilt (handle) moveable by any chance?


No, it's not. The Z-Saber's hilt polygon is attached to his "breast" bone and it cannot be moved. That is why the Z-Saber has to be summoned into his hand as an article and have the hilt polygon become invisible via PSA when he attacks. TvC does the same thing with Zero while playing as him.

After I get home today, I am going Brawl a bit, work on the Peach texture a little, then try to at least finish Zero's first two (or maybe even complete) his jabs. If I somehow can do that, we can test Zero's jabs after setting them up in PSA (though I still need to re-setup the HBC on my Wii before I can do that). We'll debug him if any bad glitches occur during the testing, and then continue.

After that, I can attempt to repaint Zero's textures by hand in Photoshop to make it look more like Brawl's visual style (which will take some studying from other Brawl textures).


After going clothes shopping... Dem these setbacks. >: (
Okay, so we start the animation, but we don't use the Z-Saber, we make his hand LOOK LIKE he is using the saber, right?

Then we just add the Z-Saber in?
Alright, tomorrow, me's a gonna startz teh animations.

I'll do the falling animations.



Which means we use his closed hand polygon since he has no finger bones. So yes.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 10, 2010, 04:15:11 PM
Alright, I'll notify Mr. Nice Guy.

Just to get things in order:
Can you give me your list of to do's on this project?
I don't want to do an animations that you have already done.


Title: Re: [NEW] Project Zero
Post by: Velen on September 10, 2010, 04:41:42 PM
Alright, I'll notify Mr. Nice Guy.

Just to get things in order:
Can you give me your list of to do's on this project?
I don't want to do an animations that you have already done.


To Do's:

Finish General Animations: (Wait1 - Rebound)
Finish Attack animations: (I'll do Attack11-13 and the Up Special)
Finish Throwing animations.
Finish Thrown animations.
Finish Miscellaneous animations (anything that is not any of the above.)

That enough to do's animation-wise.


Title: Re: [NEW] Project Zero
Post by: Holy Lance on September 10, 2010, 04:58:49 PM
I just hope someone will create a Bass.exe costume for this.

Would probably die of happiness


Title: Re: [NEW] Project Zero
Post by: Velen on September 10, 2010, 05:36:44 PM
I just hope someone will create a Bass.exe costume for this.

Would probably die of happiness

That's unlikely, cause Zero's model can be hard to vertex. The closest to that would probably be a Black, Gold and purple costume.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 11, 2010, 09:38:57 AM
Note:
I can only do 1/3 of attack animations due to a busy schedule.
I will only be on briefly for now.


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 11:36:27 AM
No, it's not. The Z-Saber's hilt polygon is attached to his "breast" bone and it cannot be moved. That is why the Z-Saber has to be summoned into his hand as an article and have the hilt polygon become invisible via PSA when he attacks. TvC does the same thing with Zero while playing as him.

I'm not sure what you mean by all that... but have you tried changing the root bone to the HaveN instead of the breast bone? IDK if that's what you just said though >_>


Title: Re: [NEW] Project Zero
Post by: lYIaXeD OuT on September 11, 2010, 11:51:11 AM
No, it's not. The Z-Saber's hilt polygon is attached to his "breast" bone and it cannot be moved. That is why the Z-Saber has to be summoned into his hand as an article and have the hilt polygon become invisible via PSA when he attacks. TvC does the same thing with Zero while playing as him.

I'm not sure what you mean by all that... but have you tried changing the root bone to the HaveN instead of the breast bone? IDK if that's what you just said though >_>

Zero doesnt have a HaveN bone, thats the prob


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 11:56:28 AM
Zero doesnt have a HaveN bone, thats the prob

Whoops, you're right >_>

What about his hand bone...?


Title: Re: [NEW] Project Zero
Post by: Velen on September 11, 2010, 06:02:26 PM
Zero doesnt have a HaveN bone, thats the prob

Whoops, you're right >_>

What about his hand bone...?

Eldrian tried to move the polygon, I think, but it didn't work out. Unless I am mistaken. I think I remember him saying that attempting to move the polygon to his hand caused a fatal error or something.

Anyhow, Sumire. Zero has three different Z-Saber hilts in TvC. The two on his back (for the sprite mirroring effect they do with the 3D models in TvC) and the one that includes the Saber's "Blade", which is a separate article. Which we have. When Zero uses his L•M•H combo in TvC both hilt polygons are turned off.

In gist: We probably need to use the Z-Saber as a separate article, but that means that Zero's hand bone maybe has the properties of a HaveN seeing as he can hold it in TvC, so we may not need to do anything to it other than renaming it...or something.

----------------------

After playing against someone in TvC, here is what I noticed.

• Characters like Zero, and Saki, who have things like the Z-Saber and her Gun. Since Zero has his Z-Saber as a separate article and Saki's gun is a separate article (seen on a Zamus hack) we can assume that the hand bones have HaveN-like properties already programmed into them. This does not, however, explain how come Zero has three sets of bones that serve can serve the same function (The Ken bones attached to his hands (2) and the ones the Z-Saber article has (1).

• All characters can grab other characters and throw them. This means that one of their bones somewhere carries the same properties as ThrowN if I am not mistaken. This is just theory though. I think that the OBJ bone maybe the bone that that acts as the ThrowN, but I cannot be sure.

•All characters can move, which means one of the bones carries TransN properties. Dingo has informed me that Zero's TransN equivalent is his 55th bone in the bone tree. I believe this bone is the bone named "Z", for the Z-Axis.

We should have someone who can look into this and see which bones have these properties( for the ones we are not aware of).


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 06:10:34 PM
Eldrian tried to move the polygon, I think, but it didn't work out. Unless I am mistaken. I think I remember him saying that attempting to move the polygon to his hand caused a fatal error or something.

Anyhow, Sumire. Zero has three different Z-Saber hilts in TvC. The two on his back (for the sprite mirroring effect they do with the 3D models in TvC) and the one that includes the Saber's "Blade", which is a separate article. Which we have. When Zero uses his L•M•H combo in TvC both hilt polygons are turned off.

In gist: We probably need to use the Z-Saber as a separate article, but that means that Zero's hand bone maybe has the properties of a HaveN seeing as he can hold it in TvC, so we may not need to do anything to it other than renaming it...or something.

----------------------

After playing against someone in TvC, here is what I noticed.

• Characters like Zero, and Saki, who have things like the Z-Saber and her Gun. Since Zero has his Z-Saber as a separate article and Saki's gun is a separate article (seen on a Zamus hack) we can assume that the hand bones have HaveN-like properties already programmed into them. This does not, however, explain how come Zero has three sets of bones that serve can serve the same function (The Ken bones attached to his hands (2) and the ones the Z-Saber article has (1).

• All characters can grab other characters and throw them. This means that one of their bones somewhere carries the same properties as ThrowN if I am not mistaken. This is just theory though. I think that the OBJ bone maybe the bone that that acts as the ThrowN, but I cannot be sure.

•All characters can move, which means one of the bones carries TransN properties. Dingo has informed me that Zero's TransN equivalent is his 55th bone in the bone tree. I believe this bone is the bone named "Z", for the Z-Axis.

We should have someone who can look into this and see which bones have these properties( for the ones we are not aware of).


I'm not sure if this is what you meant, but I maent to replace Link's Navi with the Z-Saber and then do this:

http://www.smashboards.com/showpost.php?p=9322162&postcount=1150 (http://www.smashboards.com/showpost.php?p=9322162&postcount=1150)

Um... this is probably completely false and misleading, but Link has multiple hlits and other people like Lucas and Ness have their bats and stuff attached to their model, but they don't show up unless you use the Model Changer code in PSA... maybe you can see if there is an Unknown value for those polygons and experiment with it so you can try to do it with Zero?

Whichever bone is Zero's left and right hands or his TransN or HipN, you can just use Tabuu to change the values from Link's original values to what Zero would need.


Title: Re: [NEW] Project Zero
Post by: Velen on September 11, 2010, 06:57:08 PM
Eldrian tried to move the polygon, I think, but it didn't work out. Unless I am mistaken. I think I remember him saying that attempting to move the polygon to his hand caused a fatal error or something.

Anyhow, Sumire. Zero has three different Z-Saber hilts in TvC. The two on his back (for the sprite mirroring effect they do with the 3D models in TvC) and the one that includes the Saber's "Blade", which is a separate article. Which we have. When Zero uses his L•M•H combo in TvC both hilt polygons are turned off.

In gist: We probably need to use the Z-Saber as a separate article, but that means that Zero's hand bone maybe has the properties of a HaveN seeing as he can hold it in TvC, so we may not need to do anything to it other than renaming it...or something.

----------------------

After playing against someone in TvC, here is what I noticed.

• Characters like Zero, and Saki, who have things like the Z-Saber and her Gun. Since Zero has his Z-Saber as a separate article and Saki's gun is a separate article (seen on a Zamus hack) we can assume that the hand bones have HaveN-like properties already programmed into them. This does not, however, explain how come Zero has three sets of bones that serve can serve the same function (The Ken bones attached to his hands (2) and the ones the Z-Saber article has (1).

• All characters can grab other characters and throw them. This means that one of their bones somewhere carries the same properties as ThrowN if I am not mistaken. This is just theory though. I think that the OBJ bone maybe the bone that that acts as the ThrowN, but I cannot be sure.

•All characters can move, which means one of the bones carries TransN properties. Dingo has informed me that Zero's TransN equivalent is his 55th bone in the bone tree. I believe this bone is the bone named "Z", for the Z-Axis.

We should have someone who can look into this and see which bones have these properties( for the ones we are not aware of).


I'm not sure if this is what you meant, but I maent to replace Link's Navi with the Z-Saber and then do this:

[url]http://www.smashboards.com/showpost.php?p=9322162&postcount=1150[/url] ([url]http://www.smashboards.com/showpost.php?p=9322162&postcount=1150[/url])

Um... this is probably completely false and misleading, but Link has multiple hlits and other people like Lucas and Ness have their bats and stuff attached to their model, but they don't show up unless you use the Model Changer code in PSA... maybe you can see if there is an Unknown value for those polygons and experiment with it so you can try to do it with Zero?

Whichever bone is Zero's left and right hands or his TransN or HipN, you can just use Tabuu to change the values from Link's original values to what Zero would need.


Two problems.

•I dunno the Hex programming language and need to learn it.

•I don't have Tabuu on me.

The problem with what you're thinking Sumire is that Zero has no Z-Saber hilt polygons attached to his model that are attached to his hands in BrawlBox. He isn't like Link who has a sword in the hilt and one in his hand, (or like Ness and Lucas who have their weapons attached to their hands in Brawlbox) and you can't change in a model that doesn't exist.

Also, the Z-Saber hilts attached to Zero's breast bone has no blade polygon, if it did, there would be no need for the separate article, which has a blade polygon, and it would probably have bones you could move it with. So I think it is unlikely. Zero also doesn't already have his Z-Saber in the FitLink.pac we're using (if I am not mistaken).

Which hand is Navi attached to? It needs to be his left hand.



Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 07:21:27 PM
Hmm... I see...

Navi isn't attached to anything, I think, it's the thingy that flies around him in his side taunt.

So what you do is go to 26974 in a hex editor in Link's PAC and then there should be... a number... just change it to the bone index of Zero's hand, and it should be attached there!

Remember to replace the Navi model and textures with the Z Saber's.

And get rid of the animation so it doesn't alway fly around and stuff...

Also remember to add Generate Article in PSA.

You should try to follow this (http://forums.kc-mm.com/index.php?topic=12108.msg221192#msg221192) little mini guide thingy to know how to fix bone references in Tabuu.

And get Tabuu here (http://www.smashboards.com/showthread.php?t=284044).


Title: Re: [NEW] Project Zero
Post by: Velen on September 11, 2010, 08:23:38 PM
Hmm... I see...

Navi isn't attached to anything, I think, it's the thingy that flies around him in his side taunt.

So what you do is go to 26974 in a hex editor in Link's PAC and then there should be... a number... just change it to the bone index of Zero's hand, and it should be attached there!

Remember to replace the Navi model and textures with the Z Saber's.

And get rid of the animation so it doesn't alway fly around and stuff...

Also remember to add Generate Article in PSA.

You should try to follow this ([url]http://forums.kc-mm.com/index.php?topic=12108.msg221192#msg221192[/url]) little mini guide thingy to know how to fix bone references in Tabuu.

And get Tabuu here ([url]http://www.smashboards.com/showthread.php?t=284044[/url]).


The only other concern I have is file size. How badly will this affect it?


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 08:38:13 PM
Link has a TON TON TON of room.

Plus, this doesn't affect it at all.


Title: Re: [NEW] Project Zero
Post by: Velen on September 11, 2010, 08:45:03 PM
Link has a TON TON TON of room.

Plus, this doesn't affect it at all.

Alright, but one more question, cause it has been bugging me a bit.

Why put the Z-Saber over Navi? I want your reasoning.


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 09:21:17 PM
Alright, but one more question, cause it has been bugging me a bit.

Why put the Z-Saber over Navi? I want your reasoning.

The Navi's really simple, just a... thingy that does nothing.

The rest of Link's articles all have very complex behavior, such as his boomerang and the arrows, making them a lot harder to work with.

Also, because the Navi is an article, you can easily attach it to a bone and have it stay there.


Title: Re: [NEW] Project Zero
Post by: Velen on September 11, 2010, 09:26:33 PM
Alright, but one more question, cause it has been bugging me a bit.

Why put the Z-Saber over Navi? I want your reasoning.

The Navi's really simple, just a... thingy that does nothing.

The rest of Link's articles all have very complex behavior, such as his boomerang and the arrows, making them a lot harder to work with.

Also, because the Navi is an article, you can easily attach it to a bone and have it stay there.

Okay, but that brings up another question. If it is simply something that does nothing of real importance, then how do we make it have hitboxes? PSA I assume, but is it possible to give Navy a hitbox?


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 09:35:33 PM
Okay, but that brings up another question. If it is simply something that does nothing of real importance, then how do we make it have hitboxes? PSA I assume, but is it possible to give Navy a hitbox?

The same way you would before.

Just attach hitboxes to Zero's hand. Use Brawlbox translations to make sure that you've chosen the right translations to make them aligned with the Z Saber.

In short, you can't really, you just have to make hitboxes that go where the Z Saber goes.

Or you can try going to Subroutines and entering 105B8, which is the hex offset of the Navi's AppealS subaction and trying to attach a graphic there, although that probably won't work because you couldn't really turn it off and it probably won't work anyways... try the first one, hitboxes on top of the Navi.


Title: Re: [NEW] Project Zero
Post by: Velen on September 11, 2010, 10:04:22 PM
Okay, but that brings up another question. If it is simply something that does nothing of real importance, then how do we make it have hitboxes? PSA I assume, but is it possible to give Navy a hitbox?


The same way you would before.

Just attach hitboxes to Zero's hand. Use Brawlbox translations to make sure that you've chosen the right translations to make them aligned with the Z Saber.

In short, you can't really, you just have to make hitboxes that go where the Z Saber goes.

Or you can try going to Subroutines and entering 105B8, which is the hex offset of the Navi's AppealS subaction and trying to attach a graphic there, although that probably won't work because you couldn't really turn it off and it probably won't work anyways... try the first one, hitboxes on top of the Navi.


Well, then we have a problem. We need a hitbox to be on the Saber's blade when Zero slashes. Also, the Z-Saber's blade will be curving when Zero swings it.

To illustrate this more easily, look at these.

http://www.sprites-inc.co.uk/files/X/Zello/X4-X5/ (http://www.sprites-inc.co.uk/files/X/Zello/X4-X5/)

Also. Here is a picture of the separate article with bones toggled on.

(http://i860.photobucket.com/albums/ab167/Beren-Zaiga/Screenshot2010-09-11at105832PM.png)


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 10:06:06 PM
Well, then we have a problem. We need a hitbox to be on the Saber's blade when Zero slashes. Also, the Z-Saber's blade will be curving when Zero swings it.

To illustrate this more easily, look at these.

[url]http://www.sprites-inc.co.uk/files/X/Zello/X4-X5/[/url] ([url]http://www.sprites-inc.co.uk/files/X/Zello/X4-X5/[/url])

Also. Here is a picture of the separate article with bones toggled on.

[url]http://i860.photobucket.com/albums/ab167/Beren-Zaiga/Screenshot2010-09-11at105832PM.png[/url] ([url]http://i860.photobucket.com/albums/ab167/Beren-Zaiga/Screenshot2010-09-11at105832PM.png[/url])


If the Z Saber isn't part of his model, then there's no way to attach a hibox to it... I think... and how are you going to get it to curve like that...


Title: Re: [NEW] Project Zero
Post by: Velen on September 11, 2010, 10:14:59 PM
We can get it to curve like that by increasing the Y-size values to lengthen the blade and then using (or so I assume) the Z-Rot values of the blade make it have a working sword trace somehow. It will simulate the effect by doing that.

I noticed however that the polygons on the Saber's beam blade will need shaping up a bit, it also appears to be floating above the ground when brought up over the Beam Sword.

...We need more people besides me and HZ to do this.

*Goes to get Tabuu.*



Title: Re: [NEW] Project Zero
Post by: Mr. Nice guy on September 11, 2010, 10:49:06 PM
Wow.. you guys are really into dis XD


Title: Re: [NEW] Project Zero
Post by: Velen on September 11, 2010, 10:51:03 PM
Wow.. you guys are really into dis XD

Well, I do want it to get done, and I want to eliminate as many uncertainties as possible before I move forward with editting Zero.

Also, the Z-Saber has a HaveN bone, so there is a good chance that Zero's hands have HaveN like properties.


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 11, 2010, 11:04:23 PM
Wait... the sword has a HaveN... >_>

What do you mean by "HaveN properties" ...

Any bone can be your HaveN... you can hold items by your waist or head or whatever...

There aren't really special bones with special properties, it's the references that carry those properties.


Title: Re: [NEW] Project Zero
Post by: Velen on September 12, 2010, 12:31:16 AM
Wait... the sword has a HaveN... >_>

What do you mean by "HaveN properties" ...

Any bone can be your HaveN... you can hold items by your waist or head or whatever...

There aren't really special bones with special properties, it's the references that carry those properties.

What I mean is that Zero's hand maybe or probably have HaveN properties programmed into them. That is all I mean.

Also, I DLed Tabuu...now I just need to know Hex.


Title: Re: [NEW] Project Zero
Post by: Mr. Nice guy on September 12, 2010, 12:21:06 PM
Wait... the sword has a HaveN... >_>

What do you mean by "HaveN properties" ...

Any bone can be your HaveN... you can hold items by your waist or head or whatever...

There aren't really special bones with special properties, it's the references that carry those properties.

What I mean is that Zero's hand maybe or probably have HaveN properties programmed into them. That is all I mean.

Also, I DLed Tabuu...now I just need to know Hex.
I know how to hex :af:


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 12, 2010, 12:25:08 PM
Bones don't really have special HaveN properties programmed into them... it's the references. Whatever bone has the same index as Link's HaveN will have HaveN properties, and to change that to his hand, follow this little mini guide:

http://forums.kc-mm.com/index.php?topic=12108.msg221192#msg221192 (http://forums.kc-mm.com/index.php?topic=12108.msg221192#msg221192)

What is this "knowing how to hex thing" ... you don't really know how to hex, it's more of an understanding of the different parts of the hex, like what separates the header from the definitions and stuff, and I don't think anyone here knows how... that's people like RTB and stuff.

And you don't need to! Just follow that guide.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 12, 2010, 12:49:34 PM
Screw Tabuu, it doesn't want to open any files at all.

Somebody needs to hex the article.


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 12, 2010, 12:51:23 PM
I'll do it for you.

Tell me Zero's TransN index, HipN index, HaveN indexes, etc.

@HackZero: Tabuu fixes bone references, not article stuff.

And we ARE hexing the article... just separately.

Actually, I'll hex the bone the article is attached to, too. But if it's not aligned right, you'll have to fix it.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 12, 2010, 12:58:35 PM
I'll do it for you.

Tell me Zero's TransN index, HipN index, HaveN indexes, etc.

@HackZero: Tabuu fixes bone references, not article stuff.

And we ARE hexing the article... just separately.

Actually, I'll hex the bone the article is attached to, too. But if it's not aligned right, you'll have to fix it.
Okay, yeah.

I'm not the one who knows ALL about the model,
(even I'm the one who taught them how to re-animate Zero >_>) But,
from what I know, Velen knows his way around the model very well.

wait, does he even have indexes for TransN index, HipN index, and HaveN indexes, since he doesn't have any of those bones. >.>


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 12, 2010, 01:00:27 PM
I don't really mean those names, I mean their closest equivalents.

TransN is the bone that when moved, moves the whole model.

HipN is... the hip >_>

HaveN is pretty much just the hands.

You'll also want to choose a ThrowN, or the bone that the shield is attached to.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 12, 2010, 01:05:20 PM
I don't really mean those names, I mean their closest equivalents.

TransN is the bone that when moved, moves the whole model.

HipN is... the hip >_>

HaveN is pretty much just the hands.

You'll also want to choose a ThrowN, or the bone that the shield is attached to.
That raises a question for the TransN thing.

We have Bones named:
X
Y
Z

Which moves the whole model on the axis.
So I have to give you those names right, (cuz I did. :af: )


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 12, 2010, 01:06:17 PM
Choose one... and tell me the index, not the name.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 12, 2010, 01:10:01 PM
Choose one... and tell me the index, not the name.

TRANSN = nw4r_root
HIPN = hip
HAVEN =
Right Hand = R_hand
Left Hand = L_hand

Oh yeah, and choose the hip for the shielding


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 12, 2010, 01:13:47 PM
TRANSN = nw4r_root
HIPN = hip
HAVEN =
Right Hand = R_hand
Left Hand = L_hand

Oh yeah, and choose the hip for the shielding

Those are the names, not the indexes...

And if you make the ThrowN reference the hip bone, the shield will not be attached to the hip. The hip will grow big and small like the shield, which is not what you want. Is there maybe a bone that when you move it, it moves nothing?


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 12, 2010, 01:36:27 PM
TRANSN = nw4r_root
HIPN = hip
HAVEN =
Right Hand = R_hand
Left Hand = L_hand

Oh yeah, and choose the hip for the shielding

Those are the names, not the indexes...

And if you make the ThrowN reference the hip bone, the shield will not be attached to the hip. The hip will grow big and small like the shield, which is not what you want. Is there maybe a bone that when you move it, it moves nothing?
it grows? T_T
if we choose a bone that doesn't move, couldn't that end up being in a glitch since we don't know where it is?
No vertices show up when we check a lots of bones in BrawlBox.

Seriously, I kind of know what you mean by "indexed"
but now I'm confused.


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 12, 2010, 05:10:18 PM
Hmm... maybe...

Look at a regular Brawl model and move the ThrowN around. The ThrowN moves, but no part of the model moves. That's what you want.

And by index, I mean what number it is.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 12, 2010, 07:13:40 PM
Hmm... maybe...

Look at a regular Brawl model and move the ThrowN around. The ThrowN moves, but no part of the model moves. That's what you want.

And by index, I mean what number it is.
Okay, I'll try and do that asap.

TO ALL PEOPLE WHO ARE HELPING/WORKING ON THIS PROJECT:
I will only be on briefly every couple days, and see what's going on probably post when I NEED to.

The reason for this is I'm suffering from depersonalization.

So this project will not move much until I get back to the forums to make updates.

PLEASE NOTE: I will be PM'ing Velen from time to time.
If updates aren't made, check the progress bar every weekly.

So bye, guys, I hope to see you soon. ^^


Title: Re: [NEW] Project Zero
Post by: Velen on September 12, 2010, 10:34:29 PM
Hack, nw4r_root is Zero's TopN equivalent, not his TransN.

the bone named "Z" is Zero's TransN bone. The axises in TvC models are different than in Brawl.

Also, I took the liberty of translating the Japanese words used for the names of some bones so that we have a better idea of what they are.

"ude" = "arm" or "skill".
"ago" = "chin" or "jaw". (Weird bone to have since he doesn't have a movable mouth.)
"ken" = "matter", "case", "item", "sword" (I think I've just found our HaveN bones).
"ashi" = "foot", "common reed", "evil"
"atama" = "head", "mind", "brain", "intellect".
"jyouwan" = "upper arm"
"kahanshin" = "Lower half of body."
"kami" = "top; upper part of the body" or "hair"
"karada" = "body" or "health"
"kata" = "model", "shoulder", "direction"

Well, that is all of them.

Still, one has to wonder what all those bones named after body parts are for when you consider the bones near the bottom of the list appear to be the ones that control movement...I think I will experiment with Zero on a new animation.

EDIT: Well, attempting bone-resizing on the bones named after body parts revealed that they all are in the same place as the Z-bone on the model (which is right at the floor). I think attempting to attach the Z-Saber via hex would be a bad idea for that.


Title: Re: [NEW] Project Zero
Post by: dingo on September 12, 2010, 11:24:20 PM
I'll do it for you.

Tell me Zero's TransN index, HipN index, HaveN indexes, etc.

@HackZero: Tabuu fixes bone references, not article stuff.

And we ARE hexing the article... just separately.

Actually, I'll hex the bone the article is attached to, too. But if it's not aligned right, you'll have to fix it.

I stated the needed information for these things in the old PSA thread. But I was ignored anyway.

My ignored post.

If you wanted to convert Zero's bones to their brawl equivalent, his TransN would be 55, HipN would be 58, LHaveN would be 79 and RHaveN would be 90.

ThrowN can be any extra bone you want.


Title: Re: [NEW] Project Zero
Post by: Velen on September 12, 2010, 11:41:55 PM
I'll do it for you.

Tell me Zero's TransN index, HipN index, HaveN indexes, etc.

@HackZero: Tabuu fixes bone references, not article stuff.

And we ARE hexing the article... just separately.

Actually, I'll hex the bone the article is attached to, too. But if it's not aligned right, you'll have to fix it.

I stated the needed information for these things in the old PSA thread. But I was ignored anyway.

My ignored post.

If you wanted to convert Zero's bones to their brawl equivalent, his TransN would be 55, HipN would be 58, LHaveN would be 79 and RHaveN would be 90.

ThrowN can be any extra bone you want.

If you read a page back or so, you would see I didn't ignore your post. I just didn't relay the rest of the info (AKA I didn't remember it or bother to reference the rest of it...).

Any extra bone, huh...I dunno if those bones I mentioned in my previous post are just extras, I think they are used for something, but I don't know what.

Being able to see his own FitMotion.pac from TvC or a similar file would make it easier to understand what they are for, as well as finding the bone that acts as his ThrowN, since the character's throw each other in TvC...though I doubt that since they are located in the same place as the "Z" bone (which is on the floor).

Also, I had used a TestTree Char Animation to make a Powered Up! Zero bone resize hack. Too bad we aren't done with the PSA or it would be a pretty cool hack variation. I think tomorrow I will take the time to try to finish more of Zero's animations.

Also, dingo. You're telling me we could make Zero completely work in Brawl without changing a single bone, as I think the first part of your post suggests?

Uh, yeah, forget I said that.


Title: Re: [NEW] Project Zero
Post by: dingo on September 12, 2010, 11:50:34 PM
I stated the indexes in the old thread because you guys would need to know them. Shiki was asking for the index numbers for an entire page of everyone failing to tell her a few numbers. My post in the old thread had no applications and nobody seemed to pay attention to info they need to know if they even want to do this PSA.

And nobody mentioned anything close to what I said and what she needed to know. So I can only assume you guys ignored my post and me trying to help and make things easier for everyone. I'll just butt out and lurk here.


Title: Re: [NEW] Project Zero
Post by: Velen on September 13, 2010, 12:08:24 AM
I stated the indexes in the old thread because you guys would need to know them. Shiki was asking for the index numbers for an entire page of everyone failing to tell her a few numbers. My post in the old thread had no applications and nobody seemed to pay attention to info they need to know if they even want to do this PSA.

And nobody mentioned anything close to what I said and what she needed to know. So I can only assume you guys ignored my post and me trying to help and make things easier for everyone. I'll just butt out and lurk here.


Well, I just tried to open Tabuu to try to do this myself, and I'm missing a .NET framework for it apparently. :>.>:

Crap. Now to find that and install it.

EDIT: Found it, installing it onto my Win7 on Parallels. Hope this works...

EDIT2: Opened Tabuu successfully.  Couldn't find the BoneRefs. *Looks at link on Sumire's post on last page.* :>.>:

:srs: God, I'm stupid. *headsmack.*

I think I'll do this tomorrow though, it's too late into the night/ early into the morning for this.

EDIT 3: Son of a...I just tried to open the original FitLink00.pac in order to edit it, and it isn't showing up, either is Ike's .pac, yet Zero's FitLink, and FitLink00.pcs load up just fine...


Title: Re: [NEW] Project Zero
Post by: Velen on September 13, 2010, 10:24:59 AM
Double Post for importantace.

I just looked at Link's bone references in Tabuu after figuring out how to make it work thanks to the tutorial Sumire provided...and found that Link does not have a LHaveN bone reference shown in Tabuu. However, I have found that (as stated earlier) that Zero's Z-Saber article form TvC has a HaveN bone, meaning perhaps that we don't need to edit one in?

EDIT: Well, I went into Tabuu and used EternalYoshi's method for Bone Reference editing to change most of Link's BoneRefref that showed up into Zero's. There is a problem though: I can't figure out which bones are really Zero's Shoulders. There is R_collar and L_collar, and then R_harm and L_harm.

Link has two instances where he has a RShoulderN BoneRef, and it has left me pretty confused. Link also has several undefined BoneRefs as well when loaded up into Tabuu, the first one starting at 100.

This isn't going to be easy.

EDIT2: Coming close to finishing Attack11, the only problem is transitioning the pose back to Wait1, which will be a pain. I also animated the Saber segment bones to how they should behave.


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 13, 2010, 05:00:31 PM
Sorry Dingo, I totally didn't notice your post with all the indexes that I was looking for the whole time... sorry :(

And I really don't know if the Z Saber's HaveN is of any importance of all, really... besides being the point where it should be held. It doesn't have any special properties or anything... I think. HaveN's are where you hold things and the Saber is not going to hold anything...

Again, I'm very sorry for ignoring the post with all the indexes on it.


Title: Re: [NEW] Project Zero
Post by: Velen on September 13, 2010, 06:17:19 PM
Sorry Dingo, I totally didn't notice your post with all the indexes that I was looking for the whole time... sorry :(

And I really don't know if the Z Saber's HaveN is of any importance of all, really... besides being the point where it should be held. It doesn't have any special properties or anything... I think. HaveN's are where you hold things and the Saber is not going to hold anything...

Again, I'm very sorry for ignoring the post with all the indexes on it.

Well, Zero needs to hold the Saber in his left hand. How do we go about making it possible to hold items in his left hand, since the original bones don't have a LHaveN?


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 13, 2010, 06:20:04 PM
We're attaching the Saber as an article, not an item, remember... I think...

HaveN's are fold holding things like Capsules and stuff... and you don't want that, you want it to be stuck there like Link's sword or something.

And to hold items in his hands, just make the BoneRef reference his hand...


Title: Re: [NEW] Project Zero
Post by: Velen on September 13, 2010, 06:48:24 PM
We're attaching the Saber as an article, not an item, remember... I think...

HaveN's are fold holding things like Capsules and stuff... and you don't want that, you want it to be stuck there like Link's sword or something.

And to hold items in his hands, just make the BoneRef reference his hand...

Well, I have already changed the Bone Ref for the RHaveN to Zero's appropriate bone in Tabuu.

Eternal Yoshi mentioned rebuilding the .pac, what did he mean by that, exactly?

EDIT:Attack11 is done, going to work on Attack12 when I have time.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 14, 2010, 04:17:13 PM
We're attaching the Saber as an article, not an item, remember... I think...

HaveN's are fold holding things like Capsules and stuff... and you don't want that, you want it to be stuck there like Link's sword or something.

And to hold items in his hands, just make the BoneRef reference his hand...

Well, I have already changed the Bone Ref for the RHaveN to Zero's appropriate bone in Tabuu.

Eternal Yoshi mentioned rebuilding the .pac, what did he mean by that, exactly?

EDIT:Attack11 is done, going to work on Attack12 when I have time.
Okay, checking back, have you guys attached the Z-Saber yet, or have you run into a problem? >_>

if you want to know why I'm back, I'm prescribed with meds.
They said I have to keep day-dreaming and it will go away within a week. :/

But oh well.


Title: Re: [NEW] Project Zero
Post by: Sajiao Omelette on September 14, 2010, 06:49:26 PM
Rebuilding the PAC means that you have to do this Tabuu and article editing stuff on an unedited PAC, so you have to copy all of your PSA changes over afterwards.


Title: Re: [NEW] Project Zero
Post by: Hollow on September 14, 2010, 07:09:08 PM
What does Tabuu even do?


Title: Re: [NEW] Project Zero
Post by: Velen on September 14, 2010, 07:24:32 PM
What does Tabuu even do?

It allows you to change bone references and hit, and hurt boxes I think.


Title: Re: [NEW] Project Zero
Post by: ShadowSnake on September 14, 2010, 08:38:33 PM
good to see u got a new thread, looks really nice. u shud send me what u have so i can work on this. (im learning SFX so maybe i will be able to make Zero's SFXs.) btw i will actually be "back" when i get 3ds max back, which shud be after i get everything off my pc that i want to keep.


Title: Re: [NEW] Project Zero
Post by: Velen on September 15, 2010, 10:17:40 AM
Aerial Side B has been decided. It will be Shippuuga


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 15, 2010, 03:16:37 PM
good to see u got a new thread, looks really nice. u shud send me what u have so i can work on this. (im learning SFX so maybe i will be able to make Zero's SFXs.) btw i will actually be "back" when i get 3ds max back, which shud be after i get everything off my pc that i want to keep.

Good to hear you're still here. :P
We're currently only working on the Zero animations,
I'm sure we could use a little bit of help with SFX.

Just wondering:
Can you animation hack?
^_^ because if you could I could add you to the OP if you want to help some more.


Title: Re: [NEW] Project Zero
Post by: Velen on September 16, 2010, 09:46:38 PM
Well, I ham taking a breather from the jabs and started on the Z-Buster animations. SpecialNStart is essentially done, but I am going to be redoing some of it so that the animations don't get too complicated (AKA I am making an animation similar to the one from X5 and 6).

I still need jumping and falling animations, be sure to base the initial jump and the falling animations off the sprites.


Title: Re: [NEW] Project Zero
Post by: ShadowSnake on September 17, 2010, 07:24:29 AM
good to see u got a new thread, looks really nice. u shud send me what u have so i can work on this. (im learning SFX so maybe i will be able to make Zero's SFXs.) btw i will actually be "back" when i get 3ds max back, which shud be after i get everything off my pc that i want to keep.

Good to hear you're still here. :P
We're currently only working on the Zero animations,
I'm sure we could use a little bit of help with SFX.

Just wondering:
Can you animation hack?
^_^ because if you could I could add you to the OP if you want to help some more.

yeah i can animate, i know how to hack brawl in every way. Send me the files and i can get started on some animations/psa. ;) unless if hallow was interested in the PSA. :D


Title: Re: [NEW] Project Zero
Post by: Velen on September 17, 2010, 08:07:59 AM
good to see u got a new thread, looks really nice. u shud send me what u have so i can work on this. (im learning SFX so maybe i will be able to make Zero's SFXs.) btw i will actually be "back" when i get 3ds max back, which shud be after i get everything off my pc that i want to keep.

Good to hear you're still here. :P
We're currently only working on the Zero animations,
I'm sure we could use a little bit of help with SFX.

Just wondering:
Can you animation hack?
^_^ because if you could I could add you to the OP if you want to help some more.

yeah i can animate, i know how to hack brawl in every way. Send me the files and i can get started on some animations/psa. ;) unless if hallow was interested in the PSA. :D

In that case *Goes to update the Mediafire DL.*

I'm going to send you the file via PM, but let me give you a guideline or two, SS.

Tell me what animations you plan on doing and can I see an example of one of your custom animations?


Title: Re: [NEW] Project Zero
Post by: ShadowSnake on September 17, 2010, 08:15:52 AM
good to see u got a new thread, looks really nice. u shud send me what u have so i can work on this. (im learning SFX so maybe i will be able to make Zero's SFXs.) btw i will actually be "back" when i get 3ds max back, which shud be after i get everything off my pc that i want to keep.


Good to hear you're still here. :P
We're currently only working on the Zero animations,
I'm sure we could use a little bit of help with SFX.

Just wondering:
Can you animation hack?
^_^ because if you could I could add you to the OP if you want to help some more.


yeah i can animate, i know how to hack brawl in every way. Send me the files and i can get started on some animations/psa. ;) unless if hallow was interested in the PSA. :D


In that case *Goes to update the Mediafire DL.*

I'm going to send you the file via PM, but let me give you a guideline or two, SS.

Tell me what animations you plan on doing and can I see an example of one of your custom animations?


i plan on doing entry, victoy, lose, jump, run, etc. possible swim as well, we need a legite zero in brawl!

PSAs:

http://hardcorebrawlhacks.wordpress.com/2010/08/13/upload-progress-question/

im actually really good at PSA i just never find the time to do it with school. :/ I can pretty much add GFX, replace SFX, edit velocity and movement, and animate. the fallen angel psa is fast with darkness gfx. Add me as the PSA maker if u want but Hollow is much better id ask him first. ;)


Title: Re: [NEW] Project Zero
Post by: Velen on September 17, 2010, 08:48:24 AM
I sent it to you.

A few more guidelines.

-Make up a custom entry animations that does not come from the games, but transitions well into the Wait1. (Don't make it so Zero pulls his Saber out either, it's not going to be visible all the time).

For the victory animations. I recommend the following.

- Zero's Hunter Base screen pose (Where he has his arms crossed).

The rest you can make up if you want.

I'll be focusing on his NeutralB animations for now.


Title: Re: [NEW] Project Zero
Post by: Eternalshadow on September 19, 2010, 12:54:57 PM
Hows this goin.. I havent heard from anyone in a while.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 20, 2010, 02:34:59 PM
Okay, I got more news on the material that needs editing on Zero:

You need to edit flag3 of the material sub-folder of the model in BrawlBox.
I THINK it chages what the material does, so we could possibly get rid of that shine, this way. :D


Title: Re: [NEW] Project Zero
Post by: Velen on September 20, 2010, 04:45:13 PM
Okay, I got more news on the material that needs editing on Zero:

You need to edit flag3 of the material sub-folder of the model in BrawlBox.
I THINK it chages what the material does, so we could possibly get rid of that shine, this way. :D

Tell me that when I can get the FitMotion's size to get smaller. The damned thing is stuck at 3,314KBs to Link's 2,437KB (or thereabouts). I am stuck and don't know what to do now.


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 20, 2010, 04:56:43 PM
Okay, I got more news on the material that needs editing on Zero:

You need to edit flag3 of the material sub-folder of the model in BrawlBox.
I THINK it chages what the material does, so we could possibly get rid of that shine, this way. :D

Tell me that when I can get the FitMotion's size to get smaller. The damned thing is stuck at 3,314KBs to Link's 2,437KB (or thereabouts). I am stuck and don't know what to do now.
Do they have a converter for that?


Title: Re: [NEW] Project Zero
Post by: Hollow on September 20, 2010, 06:40:00 PM
How goes the PSA? I discovered something new again. It's a straight line of hitboxes and you can set how far they go. I used it for my Cero.


Title: Re: [NEW] Project Zero
Post by: SmashHackers on September 20, 2010, 06:48:49 PM
I might be able to help with animations if I am not to busy with animating Klonoa. I will tell you in awhile if I am too busy with school and everything otherwise I can help.


Title: Re: [NEW] Project Zero
Post by: Eternalshadow on September 25, 2010, 12:47:46 PM
why isnt anybody sayin anything....T_T


Title: Re: [NEW] Project Zero
Post by: Velen on September 25, 2010, 02:26:10 PM
It's because nothing significant has been finished as of yet. It is also because of school, and the general laziness of the team members.

In some good news though I have finished the second Jab, and may soon start on the FSmash or FTilt.

However, I have to also focus on making a game for the end of this semester for Computer Game Creation, so I have a lot on my plate.


Title: Re: [NEW] Project Zero
Post by: JediKnightTemplar on September 25, 2010, 08:13:28 PM
Okay, I got more news on the material that needs editing on Zero:

You need to edit flag3 of the material sub-folder of the model in BrawlBox.
I THINK it chages what the material does, so we could possibly get rid of that shine, this way. :D

Tell me that when I can get the FitMotion's size to get smaller. The damned thing is stuck at 3,314KBs to Link's 2,437KB (or thereabouts). I am stuck and don't know what to do now.

Doesn't Riivolution make the file size limit obsolete, or am I wrong on that? I thought I remember hearing that somewhere, but I really don't know.


Title: Re: [NEW] Project Zero
Post by: Velen on September 26, 2010, 03:43:33 PM
Okay, I got more news on the material that needs editing on Zero:

You need to edit flag3 of the material sub-folder of the model in BrawlBox.
I THINK it chages what the material does, so we could possibly get rid of that shine, this way. :D

Tell me that when I can get the FitMotion's size to get smaller. The damned thing is stuck at 3,314KBs to Link's 2,437KB (or thereabouts). I am stuck and don't know what to do now.

Doesn't Riivolution make the file size limit obsolete, or am I wrong on that? I thought I remember hearing that somewhere, but I really don't know.
Well, I don't use Riivolution, and the problem I had using it make me not want to try using it again.


Title: Re: [NEW] Project Zero
Post by: The Corrupted one on September 26, 2010, 04:03:59 PM
Didnt someone already complete a zero psa?


Title: Re: [NEW] Project Zero
Post by: lYIaXeD OuT on September 26, 2010, 06:55:25 PM
Didnt someone already complete a zero psa?
:>.>palm:   yes there already is a zero PSA......  take note that this forum is called >[NEW]< project zero They are making a NEW one that will be much better


Title: Re: [NEW] Project Zero
Post by: Hollow on September 26, 2010, 07:21:40 PM
Didnt someone already complete a zero psa?
:>.>palm:   yes there already is a zero PSA......  take note that this forum is called >[NEW]< project zero They are making a NEW one that will be much better
That Zero PSA was one of the greatest PSAs ever made because of all the things it could do. It will not be topped for a while.

Also, do you guys need any help whatsoever?


Title: Re: [NEW] Project Zero
Post by: Soul Nami on September 28, 2010, 04:06:37 PM
Didnt someone already complete a zero psa?
:>.>palm:   yes there already is a zero PSA......  take note that this forum is called >[NEW]< project zero They are making a NEW one that will be much better
That Zero PSA was one of the greatest PSAs ever made because of all the things it could do. It will not be topped for a while.

Also, do you guys need any help whatsoever?
Yes, we need help.
I think we need help trying to attach a article to Zero or something like that. (Z-Saber)

Velen has all the details on what we need help on.

FINALLY starting falling animations, sorry for the wait, but, I was REALLY busy with school and all, and tomorrow I go to camp.

I will try and finish a finish a falling animation...

I don't think Mr. Nice Guy is working with us anymore.
He hasn't started anything... for a month. >_>


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Velen on September 28, 2010, 11:13:59 PM
Didnt someone already complete a zero psa?
:>.>palm:   yes there already is a zero PSA......  take note that this forum is called >[NEW]< project zero They are making a NEW one that will be much better
That Zero PSA was one of the greatest PSAs ever made because of all the things it could do. It will not be topped for a while.

Also, do you guys need any help whatsoever?

I never said this one would be better, in fact, this PSA's aim isn't to be better, but to be a PSA fans of Zero can use the actual TvC model with. The only thing is that it does not carry the moves Zero used in TvC (unless you count the D-Tilt and his Aerial Side B: Shippuuga).

I haven't been working on Zero lately, my focus has been on school and other things, such as my game project for Computer Game Creation.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Eternalshadow on October 18, 2010, 05:34:34 PM
sorry for the one asking this all the time..hows the project going. I know people are busy, but  i just want to know.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Ultraxwing on October 18, 2010, 06:15:44 PM
it's a failed project. to be honest, this project was probably doomed to fail..

not to sound like a pesimist, but it's kinda true, many people do PSA not animations.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Ct.OWN on October 18, 2010, 06:25:33 PM
Yeah since most animations are myth in the making; impossible to do unless a new way to allow it and support it is made. BBB made custom wings, some custom Rasuken for Naruto and even made Sonic Air Riders possible using the Dragoon so he seems to be the guy you're looking for. You have to convince him though because his angel list has him occupied for a while.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Akiba Red on October 18, 2010, 07:56:31 PM
Not sure if this was bumped or not (since I'm on the phone) but most of the things BBB did aren't animations. And most of the things he did are very possible by most of the PSA communty. >.>


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Velen on October 18, 2010, 08:13:18 PM
Zero is not completely failed. I have other things in my life more important than doing his animations. When winter rolls around (Winter break), I will pick Zero back up and do more animations, and maybe even finish them myself if I have to. I may be the only one still working on him, but I will get stuff done.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Eternalshadow on October 18, 2010, 08:17:52 PM
cool.. as long as theres hope  ^-^


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Ultraxwing on October 19, 2010, 12:51:07 PM
okay. i didn't want to be a pessimist, it's just i WANT MAH ZERO!!

and my ryu bateson.

and sephiroth.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Velen on October 19, 2010, 12:56:45 PM
okay. i didn't want to be a pessimist, it's just i WANT MAH ZERO!!

and my ryu bateson.

and sephiroth.

The only other problem is that SoulZero has been AWOL in terms of the project, I have yet to hear from him on any progress.

Attack 11 is complete, and Attack 12 is about halfway done last I worked on it. All the Neutral B animations are done too. The only problem is adding another animation for Raikousen (Ground Side B), but I don't think that Link has any extra animation spots we could use (Except maybe his Zair animation, which we could get rid of and use as the second Side B animation).


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED
Post by: Soul Nami on October 19, 2010, 05:33:07 PM
Okay, after being busy for sometime and got some free time, I decided to try and finish a couple of falling animations.

Back falling in-air
Front falling in-air

I just need to do the hair and breathing animation for the falls
(the hair isn't affected by gravity, I perceive?)

@Ultraxwing

If you're going to say negative things like that, then leave this thread.
Me and Velen haven't given up on this project, and those kinds of posts may lower our self esteem a bit for this project.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Ultraxwing on October 20, 2010, 03:44:07 AM
sorry...


it just seems to be following older awesome projects.

my apologies.


now i feel like a jack-ass


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on October 20, 2010, 06:43:02 AM
sorry...


it just seems to be following older awesome projects.

my apologies.


now i feel like a jack-ass

No need to be, you were in your right to feel like that. We haven't gotten a lot done. I'm going to confront soulzero on this.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: SiLeNtDo0m on October 20, 2010, 06:50:25 AM
Seems like progress is pretty slow with this :(  Once I release V1 of Viewtiful Joe (the beta will be released either today or tomorrow depending on whether PSA is gonna be helpful or not) I will definately try to help out with this project.

I've become a bit more competent with animations so I can later help in that department.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: BlueBrain on October 20, 2010, 07:55:39 AM
suggestion to animators:
dont make full motion etc, but make single raw animations (*.chr0)
that way u dont have to wait for someone else ending his animations to continue his work, it shouldnt be a tag-race but a co-op race...(i hope u understood that metafor(dont know if that word exists i just englished the spanish word))


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Soul Nami on October 20, 2010, 01:40:07 PM
suggestion to animators:
dont make full motion etc, but make single raw animations (*.chr0)
that way u dont have to wait for someone else ending his animations to continue his work, it shouldnt be a tag-race but a co-op race...(i hope u understood that metafor(dont know if that word exists i just englished the spanish word))
That's what I'm doing right now.
---------
Also, when I get a few weeks off from school, I'm going to give this models' animations some love.

I'm still working on animations slowly... I just don't have the time to do 2 animations at this time...

If we can get more people to join the project with animations, this project would move a lot faster.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: BlueBrain on October 20, 2010, 03:30:02 PM
lol, so i didnt help at all...
i just said that cuz i saw in ur OP that somedude had to wait for another dude to finish his work on the motionetc...
well at least i tried it. xD


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on October 20, 2010, 06:16:56 PM
lol, so i didnt help at all...
i just said that cuz i saw in ur OP that somedude had to wait for another dude to finish his work on the motionetc...
well at least i tried it. xD

I probably should have been doing that from the beginning. I am working with the original FitMotion with the Wait Animations I made. (Which you can find screenshots for a few pages back).


@SiLenTD00M: We would be glad to have you.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Nuke on October 29, 2010, 09:46:51 PM
So How Goes the Project? :)


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on October 30, 2010, 09:35:55 AM
So How Goes the Project? :)

Very slow. School makes us unable to work on it much. Part of the reason being my semester project for Computer Game Creation. In addition to that I need to make a game based on gravity for our fourth project.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: D1337 on November 10, 2010, 12:38:59 PM
You guys are still using the TvC model right?


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on November 10, 2010, 12:56:11 PM
You guys are still using the TvC model right?


Yes, we are. Nothing has been done due to school though.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: D1337 on November 10, 2010, 01:14:29 PM
hmm would you work with a vertex if there was one or are you guys hellbent on the TvC model?


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on November 10, 2010, 01:30:13 PM
hmm would you work with a vertex if there was one or are you guys hellbent on the TvC model?

Until BY has made a perfect (or has revamped his) Zero. Yeah, hellbent on the TvC Model. Already have a few custom animations made. I've finished Wait1 and 2, Attack11 and 12, and the Neutral B grounded animations.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: D1337 on November 10, 2010, 01:41:41 PM
Ok im getting back to vertexing my zero. Its not perfect yet but I'l send you my progress over time if the team likes I would be ok with using mine rather than the model. But as i saidits far from that.Now that i more free time I think i'll try to finish my crude Zero model.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on November 10, 2010, 01:50:42 PM
Ok im getting back to vertexing my zero. Its not perfect yet but I'l send you my progress over time if the team likes I would be ok with using mine rather than the model. But as i saidits far from that.Now that i more free time I think i'll try to finish my crude Zero model.
Okay, look forward to seeing the results.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: lYIaXeD OuT on November 11, 2010, 11:46:39 AM
ya we might as well keep on with the TvC model because we wouldnt want the already made animations to go to waste.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on November 11, 2010, 03:08:09 PM
ya we might as well keep on with the TvC model because we wouldnt want the already made animations to go to waste.


I am inclined to agree, as my concerns with BY's model are how the model's shading would be affected, and how much the textures would be stretched.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Soul Nami on November 11, 2010, 05:35:54 PM
Ugh, no progress since the past 4 weeks because of school.

Sorry guys. :( But D1337, I can't wait to see the results.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on November 11, 2010, 09:51:37 PM
Ugh, no progress since the past 4 weeks because of school.

Sorry guys. :( But D1337, I can't wait to see the results.

What I am more concerned with is how much you HAVE gotten done more than what you haven't.

By that I mean, what have you done since before the past 4 weeks.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Soul Nami on November 13, 2010, 08:49:48 AM
Ugh, no progress since the past 4 weeks because of school.

Sorry guys. :( But D1337, I can't wait to see the results.

What I am more concerned with is how much you HAVE gotten done more than what you haven't.

By that I mean, what have you done since before the past 4 weeks.
I could only work on a few animations...
which hasn't gotten very far, either. One falling animation is complete, I just need to upload to mediafire, somehow, because mediafire is being an a.hole and not letting me login.
And the Renkouken move is nearly complete, also.

Plus, I don't think animations will be done soon.
I have a whole lot of less time to spend on the computer, (and not because I want to)
because of school, chores, and a job.
But i'll keep working on this little by little, when I get the chance.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Soul Nami on November 13, 2010, 02:45:47 PM
DOUBLE POST FOR IMPORTANCE:
http://www.smashboards.com/showthread.php?t=277835&&page=25

We can now drag bones for animations.
Simply go into the bone list in the animator editor and select the bone you wish to move, and drag the bone.

More progress WILL be coming quicker.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on November 13, 2010, 03:39:46 PM
DOUBLE POST FOR IMPORTANCE:
[url]http://www.smashboards.com/showthread.php?t=277835&&page=25[/url]

We can now drag bones for animations.
Simply go into the bone list in the animator editor and select the bone you wish to move, and drag the bone.

More progress WILL be coming quicker.


You're kidding... That means in order for me to use it I'll have to deal with interpolation in the animations.

Ugh...Oh well. At least the animations might come faster now...

Gotta get working on that game some more now.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Soul Nami on November 13, 2010, 08:01:31 PM
DOUBLE POST FOR IMPORTANCE:
[url]http://www.smashboards.com/showthread.php?t=277835&&page=25[/url]

We can now drag bones for animations.
Simply go into the bone list in the animator editor and select the bone you wish to move, and drag the bone.

More progress WILL be coming quicker.


You're kidding... That means in order for me to use it I'll have to deal with interpolation in the animations.

Ugh...Oh well. At least the animations might come faster now...

Gotta get working on that game some more now.
Interpolation...

This sucks.
I'll try this out with a few custom animations and see if the animations are destroyed.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: lYIaXeD OuT on November 19, 2010, 04:38:18 PM
would this be estimated to be finished within 1 year?


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Ultraxwing on November 19, 2010, 08:07:30 PM
Check out the new vertex, its godly.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Ct.OWN on November 19, 2010, 09:23:31 PM
would this be estimated to be finished within 1 year?
=_= well that screws my plans up.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Soul Nami on November 19, 2010, 09:54:02 PM
would this be estimated to be finished within 1 year?
=_= well that screws my plans up.
NO.
Never in a year.
Probably in a couple months when we start using the new vertex.
We are just gonna PROBABLY use the new vertex if it's okay with velen.
-------

Since the animations are taking too much of our time, we would have gotten like 1/3 of the project done already if we didn't have school or business in our life. one of the people who wanted to work with us dropped out the first week, anyways.

We set our minds straight to the project, but there was hardly any time for animating, even with the new brawlbox, because the new brawlbox has interpolation which has destroyed a couple of my animations.

I'm actually kind of tired of people criticizing our project just because we are busy.
We have a life, and we are NOT going to spend our whole life hacking. I haven't even released an animation yet to the team, that's how busy I am.

I might sound a bit nasty here, but since the new vertex, we've had very, VERY, discouraging comments about this project, including this quote from BeyondYou, which may sound discouraging if you think about it:
Quote from: BeyondYou
I remember some months ago when I first released my Zero hack and people were saying things like “this is pointless” and “they’re working on a model import.” And here we are 3 months later…

That had to be pointed out, to me it's saying this whole project is pointless now.

I'M just going to give up on this WHOLE project if everybody keeps acting like this.
Stop pushing us/me to finish this project soon.

You guys may feel like jackasses after reading this, but don't, because this is just a reminder to NOT try and force us to finish this.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Ct.OWN on November 19, 2010, 10:02:13 PM
Yeah, all of us know y'all are busy cause I live a similar hectic life daily. I don't care if this is canceled or not, I'm here to give advice and maybe ideas. You deserve to take breaks and time off to enjoy your real life so I won't demand anything except that you don't let these people get to you.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Soul Nami on November 19, 2010, 10:04:49 PM
Yeah, all of us know y'all are busy cause I live a similar hectic life daily. I don't care if this is canceled or not, I'm here to give advice and maybe ideas. You deserve to take breaks and time off to enjoy your real life so I won't demand anything except that you don't let these people get to you.
That message doesn't apply to you. :P You haven't done anything wrong.

And yeah, of all them know we're busy. But yet, they still push us to finish this project.


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Bush on November 19, 2010, 10:10:23 PM
DONT GIVE UP MR! KEEP ON TRUCKING!

YOU CAN DO-EHHHHT!


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Soul Nami on November 19, 2010, 10:11:48 PM
DONT GIVE UP MR! KEEP ON TRUCKING!

YOU CAN DO-EHHHHT!
^^^
This is the support we're looking for.
You guys should support us even MORE because we most likely will be using the new vertex, and that will get things done FASTER


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 19, 2010, 10:19:16 PM
No matter how much time has passed I as a PSAer and a animator know exactly how time consuming this can be... Don't get discouraged my friend.. I'm sure that this will be awesome when the time comes to release it... ;).. This goes for the team also...

P.S. I really wanna see this happen... You got my support.. :)


Title: Re: [NEW] Project Zero - ANIMATORS NEEDED STILL!
Post by: Velen on November 19, 2010, 10:21:06 PM
Yeah, all of us know y'all are busy cause I live a similar hectic life daily. I don't care if this is canceled or not, I'm here to give advice and maybe ideas. You deserve to take breaks and time off to enjoy your real life so I won't demand anything except that you don't let these people get to you.
That message doesn't apply to you. :P You haven't done anything wrong.

And yeah, of all them know we're busy. But yet, they still push us to finish this project.

I was animating a bit of Zero back at the beginning of the semester when I could afford the time to do it. Now I can't. Finals come up in December, and mother wants me to get a job to help pay for college among other things.

While I love the work BeyondYou did with Zero. I'm torn with which to go with. It looks nice, and if you compare the actual model from TvC (check around page 5) they are strikingly similar in appearance. However, using the actual model would make it more authentic, but then there are some of the issues we have yet to clear up, such as putting Zero's Z-Saber article to replace one of Links.

I don't know which one to decide now...So here is what I propose.

We continue with the import for now, and get it functioning to the point it can use attacks. Then we see if we can find any bugs that would take a horrendously long time to fix (or maybe impossible to fix). If we come upon a fatal error for the model import, we'll scrap it and use the vertex without hesitation.

It will be a while. Remember, Eldrian didn't finish his PSA in a few months (or even a year if I remember correctly). Even with the new modset, interpolation issues will make the animation process just as tedious as it was without it, if not more so due to the extra keyframes needed to keep things looking good.

I intend to see this through. It's just that my life (like s o u l z e r o) outside of hacking outweighs the project in terms of importance.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: amount18 on November 19, 2010, 10:45:46 PM
I support you guys.  I also support Beyond.  I don't think he was trying to slight this project, but more trying to silence his original detractors who told him not to make the vertex bc it couldn't compare to the import.  Nonetheless, there will always be ppl who put undue pressure to finish things.

Best of luck with your efforts (hacking and not)


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Soul Nami on November 20, 2010, 07:53:53 AM
I support you guys.  I also support Beyond.  I don't think he was trying to slight this project, but more trying to silence his original detractors who told him not to make the vertex bc it couldn't compare to the import.  Nonetheless, there will always be ppl who put undue pressure to finish things.

Best of luck with your efforts (hacking and not)
We already know he wasn't trying to SLIGHT the project, it's more of a very discouraging comment.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: SiLeNtDo0m on November 20, 2010, 07:59:02 AM
Once this gets done, I really hope that it gains the recognition it dserves.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 21, 2010, 03:17:41 AM
Okay, after considering some things. I decided to give Zero a full stat and move list, as well as unique characteristics.

Size – 5/10 - Zero is a little taller than Fox is.
Weight – 6.7/10 - He is also a bit weighty due to his armor and body shape.
Walk – 4/10 - He has a moderate walking speed, cautiously moving forward.
Run – 5/10 - He is an average runner.
Power – 6/10 - Some of his attacks hit hard.
Attack Speed – 4-7/10 - He focuses on using swift attacks some of the time, and slower, more powerful ones in other places.
Range – 5/10 - His Z-Saber gives him quite a bit of range.
Priority – ? / 10 - I honestly don't know how I would rate this.
Air Speed – 6/10 - Zero's special Air Dodges give him some aerial mobility. Especially if you're SHAD'ing.

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

F-Tilt: Lights Out - Zero proves he has melee combat experience without his Saber by throwing a right hook. - 6%

D-tilt: Sweep-Kick - Zero sweeps forward ala Mario with a sweeping kick. - 8%

U-Tilt: Buster Discharge: Zero takes his buster and generate a medium-sized explosion just above the nozzle. - 9%, Fire Damage.

Dash Attack: Flying Kick - Zero goes from Dashing into a flying kick in one swift motion. - 5%

F-Smash: Saber Combo - Zero performs a slash to the left before [censored]ing back his arm and lunging forward a little bit, thrusting his saber forward. 2 hits. - 5, 7%

D-Smash: Ground Spin - Zero uses his leg that is bent against the ground, and uses it to spin himself around twice while slashing with his saber. Four hits, two front, two back or four in the middle. 2, 2, 2, 2%

U-Smash: Half Moon Shaver - Zero slashes above himself in a perfect 180 degree arc. 8%

Nair: Double Dragon - Zero kicks out twice, works similarly to Link's Nair, with the exception of fire damage. 3, 3%

F-Air: Aerial Slash - Zero does his aerial attack from the X games. Three-hits. 1, 2, 2%

D-Air: Buster Blast - Zero points his Buster Down and discharges his buster. Has a light Meteor Smash. 5%

U-Air: Red Demon Spike - Zero does a motion similar to Mario's U-tilt and thrusts his saber above him. 4%

B-Air: Horizontal Axe - Zero brings his leg far to the side and performs a horizontal axe kick. 7%

Neutral B: Z-Buster - Zero's Z-buster can be used in one of two ways: Firing normally or Charging. Firing normally makes Zero generate Samus' Charge Shot graphic, and he can fire of one shot per- 3/4 of a second consecutively with a maximum of three on screen at once. Charging to Level 2 will result in a medium-sized Chaos Spear graphic to be generated, and more damage dead. Level 3 will result in firing off a large Duon Shot.

Uncharged - 4%, First Charge - 12%,  Full Charge - 18%

Side B (Ground) : Hienkyaku - Zero simply dashes forward a good distance (Half of FD). However, if the player presses the joystick diagonally while pressing B, Hienkyaku will send Zero diagonally into the air.

Side B (Air): Raikousen - Zero takes this version of this attack from MvC3. Zero will pose and discharge electricity before dashing forward at speed with his saber out, surging with electricity. During the charge period, the player can do two things besides just waiting for the attack to execute. If the player presses the B button again immediately after the initial command., Zero will immediately execute the attack, but it will be a bit weaker and have no Stun effect from the electricity. The player can also make the attack angle downward slightly, or at a steep angle.

Down B (Ground): Earth Gaizer: This move charges the same way as Wario Waft: over time. Each charge level makes for a bigger attack. The last level being the strongest.

Down B (Air): Danchien (Quake Blazer): Zero brings his saber above, then streaks downward with a firey red saber, making an explosion on contact with the ground.

Up-B (Ground): Rising - Zero will perform his Rising technique from the Mega Man Xtreme games, an anti-air attack.

Up-B (Air): Hyouryuushou - Zero will spin around (either in place or left or right) while generating an icy tornado.

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

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

F-Throw: Zero punches victim in the stomach with his Buster, then discharges it, sending them flying.

B-Throw: Zero does a side-snap ( a type of kick) and sends the victim flying back behind him.

U-Throw: Zero throws the opponent into the air and fires off a Charged Shot.

D-Throw: Zero slams the victim onto the ground the slashes them with his Z-Saber.

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

B-Dodge: Zero performs a reverse Dash.

Spot Dodge: Zero sidesteps quickly.

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

or

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

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

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

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

There a full write up. Any one got suggestions for damages for the other moves?


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: amount18 on November 21, 2010, 03:34:52 AM
I like the first final smash better.  It is like his level 3 in MvC3


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 21, 2010, 01:15:50 PM
Full Write-up updated. Aerials were added.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Get A Load of This! on November 21, 2010, 02:09:21 PM
Seems rather odd that he doesn't have his dash as one of his special attacks, since it was such a major part of his playstyle in any of the games he's been in. It'd probably be better for it to be his grounded forward special instead of what's basically Meta Knight's cape attack. It'd probably be easier to animate F-Splasher instead of Shippuuga while having a similar effect. Last hit of Z-Combo should also hit more than once like the games.

Otherwise, yeah, okay! Looks pretty Zero-ish. Kind of weird that he has two vertical spins in the air (n-air and d-air), but he had that in TvC too, so alright.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 21, 2010, 05:56:20 PM
Seems rather odd that he doesn't have his dash as one of his special attacks, since it was such a major part of his playstyle in any of the games he's been in. It'd probably be better for it to be his grounded forward special instead of what's basically Meta Knight's cape attack. It'd probably be easier to animate F-Splasher instead of Shippuuga while having a similar effect. Last hit of Z-Combo should also hit more than once like the games.

Otherwise, yeah, okay! Looks pretty Zero-ish. Kind of weird that he has two vertical spins in the air (n-air and d-air), but he had that in TvC too, so alright.

You should have a look at the special characteristics I proposed at the bottom. Making his Initial Dash the Dash Function is one of the idea.

The reason for making Raikousen is for making it fundamentally different from Eldrian's PSA. Plus, if we wanted to, we could make Zero's Forward B the MvC3 version of Raikousen (where he doesn't disappear at all).

The Dair was meant emulate the Level 3 Special Zero has in MvC 3, where he spins and does a slash while his body is horizontally to the side. I also contemplated making Genmurei function similar to that. Hisuishou can be a good alternative to Shippuuga.

I am willing to replace his Dair or Nair with something else....

I've got it!

*Edits the Write-Up.*


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Get A Load of This! on November 21, 2010, 09:15:28 PM
Trust me, I've read all of it. Frankly, the initial dash didn't seem like an awesome idea comparing it to having a dash that could actually be controlled.

Genmuri-like shouldn't be a D-Air. Want it to be different from Eldiran's? At least make it Enkokyaku or Sentsuizan and change N-Air back to Kuenzan. Really shouldn't be shooting to be too different, considering the fact that you're making the same character.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 21, 2010, 10:51:52 PM
Trust me, I've read all of it. Frankly, the initial dash didn't seem like an awesome idea comparing it to having a dash that could actually be controlled.

Genmuri-like shouldn't be a D-Air. Want it to be different from Eldiran's? At least make it Enkokyaku or Sentsuizan and change N-Air back to Kuenzan. Really shouldn't be shooting to be too different, considering the fact that you're making the same character.

I think you missed what I was saying about Genmurei entirely. I was saying I had been thinking of making Genmurei (as his FS) function like that. (Where he spins horizontally then unleashes the Slash Wave.

Also, no K-Knuckle stuff in this PSA. I was thinking we would save that for another, separate PSA where Zero doesn't use his Saber at all (and instead uses a vertexed Hookshot that looks like the K-Knuckle.)


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Get A Load of This! on November 21, 2010, 11:04:48 PM
His Level 3 in MvC3 IS Genmuri. He says something different but the function is exactly the same.

..And that's what I'm getting at with his D-Air. The animation would be the same as his Final Smash. That and in pretty much every game Zero's had a command art that makes him fall or dash towards the ground. You wouldn't really be copying Eldiran either because his version uses the triple rod for someodd reason.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: lYIaXeD OuT on November 21, 2010, 11:19:57 PM
i have complete faith in you guys no doubt. And I only said 1 year so i could low ball and so it would sound better compared to a year. But anyways this seems to be going rather slowly but i completely understand and i still trust you guys on this. But the 1st final smash velen proposed seems a little cheap-ish. An insta-kill doesnt seem very fair. although it IS Zero maybe it could do a very high amount of damage (almost KO'ing) But the first one sounds more apealing. But anyways you guys are great and keep going because I know you guys can do it. How many people are working on this? Just Velen and soulzero? I tell you guys i have empathy for you. You guys are the smallest team working on one of the biggest project. You guys are troopers. keep at it.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 21, 2010, 11:22:47 PM
i have complete faith in you guys no doubt. And I only said 1 year so i could low ball and so it would sound better compared to a year. But anyways this seems to be going rather slowly but i completely understand and i still trust you guys on this. But the 1st final smash velen proposed seems a little cheap-ish. An insta-kill doesnt seem very fair. although it IS Zero maybe it could do a very high amount of damage (almost KO'ing) But the first one sounds more apealing. But anyways you guys are great and keep going because I know you guys can do it. How many people are working on this? Just Velen and soulzero? I tell you guys i have empathy for you. You guys are the smallest team working on one of the biggest project. You guys are troopers. keep at it.

As stated. Real life takes precedent over the project. While it's not the best attitude to have. It's the realistic view of things.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: lYIaXeD OuT on November 24, 2010, 04:09:47 PM
ya i understand you guys need to do what you gatta do and i respect you guys for thinking so. we obviously wouldnt want uneducated cavemen running this project now would we. but i completely understand the delays and such.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Soul Nami on November 24, 2010, 09:30:48 PM
Okay, after considering some things. I decided to give Zero a full stat and move list, as well as unique characteristics.

Size – 5/10 - Zero is a little taller than Fox is.
Weight – 6.7/10 - He is also a bit weighty due to his armor and body shape.
Walk – 4/10 - He has a moderate walking speed, cautiously moving forward.
Run – 5/10 - He is an average runner.
Power – 6/10 - Some of his attacks hit hard.
Attack Speed – 4-7/10 - He focuses on using swift attacks some of the time, and slower, more powerful ones in other places.
Range – 5/10 - His Z-Saber gives him quite a bit of range.
Priority – ? / 10 - I honestly don't know how I would rate this.
Air Speed – 6/10 - Zero's special Air Dodges give him some aerial mobility. Especially if you're SHAD'ing.

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

F-Tilt: Lights Out - Zero proves he has melee combat experience without his Saber by throwing a right hook. - 3%

D-tilt: Sweep-Kick - Zero sweeps forward ala Mario with a sweeping kick. - 3%

U-Tilt: Buster Discharge: Zero takes his buster and generate a medium-sized explosion just above the nozzle. - 4%, Fire Damage.

Dash Attack: Flying Kick - Zero goes from Dashing into a flying kick in one swift motion. - 3%

F-Smash: Saber Combo - Zero performs a slash to the left before [censored]ing back his arm and lunging forward a little bit, thrusting his saber forward. 2 hits. - 2, 3%

D-Smash: Ground Spin - Zero uses his leg that is bent against the ground, and uses it to spin himself around twice while slashing with his saber.

U-Smash: Half Moon Shaver - Zero slashes above himself in a perfect 180 degree arc.

Nair: Double Dragon - Zero kicks out twice, works similarly to Link's Nair, with the exception of fire damage.

F-Air: Aerial Slash - Zero does his aerial attack from the X games.

D-Air: Suichoku Senppusen - Zero does a fast, vertical spin and slash with his saber.

U-Air: Red Demon Spike - Zero does a motion similar to Mario's U-tilt and thrusts his saber above him.

B-Air: Horizontal Axe - Zero brings his leg far to the side and performs a horizontal axe kick.

Neutral B: Z-Buster - Zero's Z-buster can be used in one of two ways: Firing normally or Charging. Firing normally makes Zero generate Samus' Charge Shot graphic, and he can fire of one shot per- 3/4 of a second consecutively with a maximum of three on screen at once. Charging to Level 2 will result in a medium-sized Chaos Spear graphic to be generated, and more damage dead. Level 3 will result in firing off a large Duon Shot.

Side B (Ground): Raikousen - Zero strikes a pose with his Saber and disappears. Then a few seconds later, Zero will reappear and and thrust his saber out, generating a quick bolt of lightning (or an equivalent graphic). Zero can move around when he disappears until he reappears.

Side B (Air) Shippuuga - Zero will dash forward and spin around once in the air before stoping and going into special fall.

Down B (Ground): Earth Gaizer: This move charges the same way as Wario Waft: over time. Each charge level makes for a bigger attack. The last level being the strongest.

Down B (Air): Danchien (Quake Blazer): Zero brings his saber above, then streaks downward with a firey red saber, making an explosion on contact with the ground.

Up-B (Ground): Shouryuukiba - Zero will perform his Rising technique from the Mega Man Xtreme games, an anti-air attack.

Up-B (Air): Hyouryuushou - Zero will spin around (either in place or left or right) while generating an icy tornado.

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

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

F-Throw: Zero punches victim in the stomach with his Buster, then discharges it, sending them flying.

B-Throw: Zero does a side-snap ( a type of kick) and sends the victim flying back behind him.

U-Throw: Zero throws the opponent into the air and fires off a Charged Shot.

D-Throw: Zero slams the victim onto the ground the slashes them with his Z-Saber.

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

B-Dodge: Zero performs a reverse Dash.

Spot Dodge: Zero sidesteps quickly.

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

or

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

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

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

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

There a full write up. Any one got suggestions for damages for the other moves?
I will update OP later. Getting a bit tired...


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Hollow on November 24, 2010, 09:32:57 PM
I sincerely hope you are using Brawlbox 4.0 for the animating.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 24, 2010, 09:38:53 PM
I sincerely hope you are using Brawlbox 4.0 for the animating.

I haven't been until now. Interpolation tends to destroy the animations, and not all wild frame changes caused by interpolation are fixable with just one keyframe. Interpolation may make the animations smoother, but it can have disastrous results.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Hollow on November 24, 2010, 09:58:14 PM
After reviewing your moveset of Zero, it looks like he has no KO potential. 3% damage?

No attack has 3% damage. None. At least 5% should be fine.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Get A Load of This! on November 24, 2010, 10:13:57 PM
I didn't even notice the 5% smash attack.

Zero's meant to not be a heavy hitter, but what the heck is that?


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 25, 2010, 08:07:25 AM
Write-up has been updated a bit.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 25, 2010, 08:14:29 AM
You guys still need help in animation?

Im open currently... All my project are on hold for now...


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: lYIaXeD OuT on November 25, 2010, 05:52:56 PM
ya i was reading over the attack list and i agree with Hallow and Get A Load Of This, i dont know if you updated it or not like you said but his attacks do look weakish. Now like everyone else here i definitely want him to be balanced but he does need harder smash attacks.

Edit:btw are we dropping the TvC model and useing the new vertex?


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Get A Load of This! on November 25, 2010, 10:36:12 PM
Might as well use the vertex. It'd be easier to use and it's fairly accurate apart from the face.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: amount18 on November 25, 2010, 10:45:40 PM
Definitely include the slash wave as the final charge level.  Maybe even two slash waves after one full blast.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 26, 2010, 04:46:35 AM
If I remember reading correctly they are going to keep the import model..


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: lYIaXeD OuT on November 26, 2010, 01:20:42 PM
but why though? wouldnt it be allot easier to just work with the vertex? cuz its pretty damn accurate. To be honest i would rather have the model but the vertex would go so much quicker though.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 28, 2010, 08:05:57 AM
True but they have already put a good amount of time into it..


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: SiLeNtDo0m on November 28, 2010, 08:13:21 AM
It really depends on what the current state of Zero is at the moment I guess.  If it isn't too far through, it would probably be easier ot use the vertex.  If however they have a considerable amount done (say most of the animations and starting the PSA) then it would make more sense to keep the model import.  They could always ask people like EternalYoshi to help with some of the import model fixes anyways (since his model imports are awesome).


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: lYIaXeD OuT on November 28, 2010, 04:11:25 PM
i see but It didnt sound like that had TOO much done at the moment. But i dont know how they are doing.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 29, 2010, 06:44:23 AM
It really depends on what the current state of Zero is at the moment I guess.  If it isn't too far through, it would probably be easier ot use the vertex.  If however they have a considerable amount done (say most of the animations and starting the PSA) then it would make more sense to keep the model import.  They could always ask people like EternalYoshi to help with some of the import model fixes anyways (since his model imports are awesome).

Zero's current state (at least for me) is: In Limbo due to life. I don't have time right now to think about Zero's animations, what with finals coming up soon.

Soulzero has (last I heard) been working on the falling animations. Which I will need (probably after finals) to do aerial specials and attacks. What I have done so far attacks wise is two of the jabs and the grounded version of the Z-Buster.

I won't be focusing on Zero until finals have come and passed.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 29, 2010, 09:08:12 AM
Need help Velen?


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 29, 2010, 02:35:29 PM
Need help Velen?

We could. Though what are you capable of with your current skill level?


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 29, 2010, 03:08:54 PM
Need help Velen?

We could. Though what are you capable of with your current skill level?
Well I got Dark Samus under my belt but mostly I would be able to help in animation...


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 29, 2010, 06:59:31 PM
Need help Velen?

We could. Though what are you capable of with your current skill level?
Well I got Dark Samus under my belt but mostly I would be able to help in animation...

Okay then. Which ones do you want to tackle? The Miscellaneous Animations, some attacks, walking, dash and running, Final Smash? Which ones?


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 29, 2010, 08:32:35 PM
Hmm ill Give the three walking, Dash, and running a try... >.>"

I really wanna give you guys a boost.... I Really want to see this happen... :)


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 29, 2010, 08:41:05 PM
Hmm ill Give the three walking, Dash, and running a try... >.>"

I really wanna give you guys a boost.... I Really want to see this happen... :)

Okay then. I'll loosely give an overview of what we are looking for.

Walking: Zero is being cautious with the first two, and is moving briskly for the third. Dash can be what you want. As for the run, maybe make it the animations seen in MMX?

With what we have so far, plus if you finish those animations, we could test him for bugs.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 29, 2010, 09:13:25 PM
Hmm ill Give the three walking, Dash, and running a try... >.>"

I really wanna give you guys a boost.... I Really want to see this happen... :)
Okay then. I'll loosely give an overview of what we are looking for.

Walking: Zero is being cautious with the first two, and is moving briskly for the third. Dash can be what you want. As for the run, maybe make it the animations seen in MMX?

With what we have so far, plus if you finish those animations, we could test him for bugs.
MMM ok... I look up the animations for MMX to get an idea... Ok just send the files and ill start right now actually :D


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 29, 2010, 09:27:34 PM
Hmm ill Give the three walking, Dash, and running a try... >.>"

I really wanna give you guys a boost.... I Really want to see this happen... :)
Okay then. I'll loosely give an overview of what we are looking for.

Walking: Zero is being cautious with the first two, and is moving briskly for the third. Dash can be what you want. As for the run, maybe make it the animations seen in MMX?

With what we have so far, plus if you finish those animations, we could test him for bugs.
MMM ok... I look up the animations for MMX to get an idea... Ok just send the files and ill start right now actually :D

Okay. I'll send you a copy of my file.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 29, 2010, 11:01:37 PM
Let the fun Begin ;D..


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on November 30, 2010, 09:04:01 PM
Due to SoulZero's absence because of a death in his family, he will be gone for a period of time. As such, I declare the Zero Project open for an extra animator. Due to what was being worked on by Soulzero however, the Fall animations will be off-limits to all for animation.

-and my apologies to Nuke for the burden of the Walking and Running animations.


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on November 30, 2010, 10:02:15 PM
Don't apologie it's ok.. I like it because it teaches me to be even more percise.. :)...

Following what Velen said I will try to keep you all updated as to how far in the animations I get... A soon as I finish the walking animations everything will pick up and be done faster... I plan to get this up to speed ASAP...

On a side note: I though at first of switching to beyonds vertex but now I prefer to use this one due to it being unique and original... I will post updates as I go alone... And to not fill this thread with small posts I will update my post with my progress..


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: lYIaXeD OuT on December 01, 2010, 05:11:26 PM
workin pretty fast i see


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on December 02, 2010, 10:43:57 AM
Current progress:

Wait 1,2,3, Item... Complete!

Walk slow Complete! Minor animations Complete!

Walk Middle Complete! Minor animations 0%

Walk Fast Complete! Minor animations 0%

Walk Brake 0%Minor animations 0%

Dash 0% Minor animations 0%

Walk break 0% Minor animations 0%


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Velen on December 02, 2010, 11:44:32 AM
Current progress:

Wait 1,2,3, Item... Complete!

Walk slow Complete! Minor animations Complete!

Walk Middle Complete! Minor animations 0%

Walk Fast Complete! Minor animations 0%

Walk Brake 0%Minor animations 0%

Dash 0% Minor animations 0%

Walk break 0% Minor animations 0%

*Whistle.* Working fast there!


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on December 02, 2010, 11:55:37 AM
:D Im Trying :P... Im making the new thread now... Its More User friendly... ;)


Title: Re: [NEW] Project Zero - READ PAGE 10, REPLY #139
Post by: Nuke on December 02, 2010, 01:45:42 PM
This thread has been moved due to Soul Zero's current absence http://forums.kc-mm.com/index.php?topic=17057.0