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Messages - ShinySpiritSeer

#1
Programming / Re: The Brawl Expansion Project
June 22, 2016, 02:25:32 AM
Quote from: Don Jon Bravo on June 22, 2016, 02:10:49 AM
u need to use the provided sc selcharacter provided in the brawl ex package
Well, now it shows the icon as random and freezes on hover. i tried the troubleshooting solution but it didn't work.
#2
Programming / Re: The Brawl Expansion Project
June 22, 2016, 01:56:12 AM
The added icons don't show up at all. How can i fix this?
#3
Programming / Re: The Brawl Expansion Project
September 02, 2015, 02:09:59 AM
I'm having an issue.
I know it says to check if you have common2 and such if the random icon freeze is happening, but even then it STILL freezes up with the random icons. any help with this? I'm trying to use slots 43,49, and 63
#4
Help / Re: Stage making problem: Animating colisions
April 15, 2014, 03:00:23 AM
Quote from: Chuy on April 14, 2014, 12:15:07 AM
Weird
In the top-right corner of brawlbox when you click it what version is it? Also you have everything keyframed correct?
Version 4 and yes
#5
Help / Re: Stage making problem: Animating colisions
April 14, 2014, 12:07:20 AM
Quote from: Chuy on April 13, 2014, 11:59:45 PM
Yep, probably why it won't show up in the first place.
The animation is inside the brres file that has the model in it correct?
Yep. everything is in it's place.
#6
Help / Re: Stage making problem: Animating colisions
April 13, 2014, 11:45:07 PM
Quote from: Chuy on April 13, 2014, 11:16:21 PM
What exactly are you assigning it to? Also make sure the model/bones have animations as if the bone assigned isn't animated properly it might not work if i remember correctly
I'm assigning it to RHand and another set of collisions to LHand, and the fact that the stage doesn't animate even though I have an animation set up and everything is also a problem I'm guessing?
It should work, but the animation refuses to play in-game
#7
Help / Re: Stage making problem: Animating colisions
April 13, 2014, 06:56:14 PM
Quote from: Chuy on April 13, 2014, 03:35:09 AM
2 things that come to mind as to why it won't work:

1.Make sure the collision is set to ground,wall, etc under the "types" option. You can check this by simply clicking the blue collision line thingy and looking at the bottom right

2.Click Collision object and make sure the collision is assigned to a proper model/bone or it won't work the way you want


Well, number 1 is already done, and when i do number two the collisions dissappear until taking the assigned bone off
#8
Help / Stage making problem: Animating colisions
April 12, 2014, 09:33:48 PM
So, I've been working on a stage for a while now, but every time I try to attach the collision it doesn't animate AT ALL and the collision doesn't work!!
Please help!
#9
Quote from: FinalEmperor on April 03, 2014, 10:06:31 PM
i can make a couple animations for the the rig over squirtle like its wait, dash , run, and more
Alright, still gonna fix up Ness rig though, just in case  :P

Post Merge: April 03, 2014, 10:35:56 PM

Alright, So I've converted bones that will make him work with ness animations (though it looks HIDEOUS...) BUT the tails and the ear like things on his head.
it's progress though, so :D
#10
Quote from: Carnage on April 03, 2014, 07:53:56 AM
why are you trying to use the animations that they when they had a custom skeleton? it has a squirtle squeleton you need to animate it  from squirtle not using spear pillar or poke park animations, when i did ridley which was rigged to charizard skeleton  noone of his animations are from the boss battle since they have diferent skeletons.
But if done correctly, I can use them by renaming the animation bones to the ones present in the character, but since no bones for the tail exist in this rig...
I'ma fix up the ness rig I have and see what I can do.
#11
Quote from: FinalEmperor on April 01, 2014, 10:42:01 PM
I am working on suicune over ivysaur right now, and I have been trying to finish up a beta of rayquaza over charizard. I want to release Azelf, Rayquaza, and Suicune at the same time and call it the legendary pokemon Psa. What do you guys think?
I think that would be good! (Though I will probably still have Mesprit and Uxie as optional models)

Post Merge: April 01, 2014, 11:42:41 PM

Currently fixing the texture data for the one rigged on squirtle: some things are missing. easily fixed though.

Well, I noticed why nobody has done it over squirtle:
I can't animate the tails seperatly, which means I can't import the already made animations  :notimp:
AND I'd have to re-rig Mesprit and Uxie.  :>.>:
#12
Quote from: Yellow Akeno on March 31, 2014, 09:08:26 PM
That's cool, man. Now you removed at least 300+ misc animations to do :D

@TheGuardiunAzelf: Oh, and by the way... Do you still need some ideas for the whole moveset?
well, now that it's going to be over squirtle...ya, I do XD
#13
Quote from: FinalEmperor on March 28, 2014, 09:24:04 PM
I rigged a model of azelf over squirtle. I decided to rig the model over squirtle because azelf is a lake guardian and squirtle's water graphics could probably be used for your psa. I also decided to rig him over squirte because there are already legendary pokemon over the other pokemon EX:(rayquaza over charizard, Suicune over ivysaur)
ATTENTION: I am a beginner rigger and prefer Psaing so do not expect to much!

Download:https://www.dropbox.com/s/9a25c4jk8hdh6t1/Azelf.rar
I like this. If allowed, it would help greatly to use.
#14
Both of you, i'm rerigging the bones to the characters, they just look like [censored] with ness or pika animations
#15
Quote from: FinalEmperor on March 11, 2014, 01:17:41 AM
I am willing to help with your Vaporeon since im only working on my Luigi/Mr.L PSA. Im pretty good at programming attacks and ok at animating.
Really? That would be appreciated! I have animations exported from pokepark and already placed in her files, but the animating is my problem. same with all my other stuff: I suck at animating  :-\ But either way ya! the help would be very much appreciated and given credit for!