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Messages - Malfioz

#1
Model Imports / Re: WIP Workshop
May 04, 2015, 07:23:09 AM
I finally got this shader to work!
Here's some before and after images of the shaders.
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It works excellent as a ghost shader.
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#2
Attacks and Animations / Re: WIP PSA Workshop
April 11, 2015, 07:23:51 AM
No, I meant Deoxys, because the arms look smoothly bent.
#3
Attacks and Animations / Re: WIP PSA Workshop
April 11, 2015, 07:17:31 AM
Does he have extra bones in his arms?
#4
Model Imports / Re: WIP Workshop
April 10, 2015, 10:33:05 PM
Quote from: Large Leader on April 10, 2015, 09:43:16 PM
Neither work for me unfortunately ;_;

Sometimes it only works for me when the settings are set to DirectX9 in Dolphin and the 3D rippers

Quote from: Anarchy Panty (Br3) on April 10, 2015, 10:18:36 PM
You could try Kirby's Ike or Snake hat bones instead of Snake's bones.

I think they only use 2 bones for physics, which doesn't give a smooth result compared to Snake's 4 bones.
I also tried Marth's physics, but it ends messed up.
#5
Model Imports / Re: WIP Workshop
April 10, 2015, 09:05:26 PM
Quote from: Large Leader on April 10, 2015, 08:47:39 PM
And how did you rip from Melee?

I've been trying and failing over and over.

Looks great!

Thanks! I'm using Ninja ripper and 3D Ripper DX for ripping.

Quote from: KingJigglypuff on April 10, 2015, 08:48:09 PM
Oh. I thought you were able to add custom physic bones. ;-;

It's not so bad when playing, but the physics' got pretty bad collision detection, and can easily be seen in Wait animations.
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#6
Model Imports / Re: WIP Workshop
April 10, 2015, 08:38:49 PM
Quote from: KingJigglypuff on April 10, 2015, 08:23:28 PM
How did you get the headband working?! o-o

Physics!
I replaced Jigglypuff's hat with the headband model, added Snake's headband bones and added his physics file.
#7
Model Imports / Re: WIP Workshop
April 10, 2015, 07:59:22 PM
It's the melee model.
#8
Model Imports / Re: WIP Workshop
April 10, 2015, 07:50:10 PM
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It's a one-slot
#9
Model Tutorials / Re: SHP0 tutorial
September 11, 2014, 02:58:56 PM
I completely agree and SHP0 not only makes animations smoother, but uses less file size than VIS0 by not using objects and bones.
I tried to compare my Midna model optimized for SHP0 and another for VIS0. The SHP0 one only uses 590 kb in file size, while the VIS0 one uses 996 kb in file size, which can be a big help when making custom characters.
#10
Model Tutorials / Re: SHP0 tutorial
August 06, 2014, 01:13:19 PM
Quote from: pikazz on August 06, 2014, 12:53:21 PM
does it work is I example use a original Brawlmodel, export it to 3DS Max, do your step but import the vertex into the original brawlmodel in brawlbox?
It should do it, but I can try and see if it works or if something similar would work.

Edit: The brawl model explodes when I try that, because of the imported vertices differences compared to the brawl vertices or perhaps the object can cause it. I can try and replace the object and see how that goes.

Edit2: Okay, I managed to somewhat make it possible to make a custom shp0 animation on a original brawl model, but it requires object importing.
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#11
Model Tutorials / SHP0 tutorial
August 06, 2014, 12:21:20 PM
How to make SHP0 animations.

Part 1 - Morph faces
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Part 2 - Setting up Morpher
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It's not recommended to save your 3DS Max file after this point or else you're stuck with a model with a frozen facial expression and no other face models!
Right click the Morpher and click Collapse To. Delete the other face model(s) and export the file to brawlbox.
Load the file from before the Collapse To part. Rinse and repeat exporting facial expressions till you have enough facial vertices.[/spoiler]

Part 3 - Importing the vertices in Brawlbox
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Part 4 - Creating and setting up the SHP0 animation
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#12
Attacks and Animations / Re: WIP PSA Workshop
August 01, 2014, 09:06:33 PM
Quote from: SonicBrawler on July 31, 2014, 01:44:57 PM
i might use that too for my midna psa. but mine is based on twilight princess and hyrule warriors.
Same here, but probably most from twilight princess.
Are you using that twili wolf from hyrule warriors for attacks or is your midna fighting by herself?
#13
Attacks and Animations / Re: WIP PSA Workshop
July 31, 2014, 07:43:52 AM
That's neat! Use the particles from Eldin Bridge for sweet gfx without having to spend lots of hours with particles. I spent some days trying to figure out how particles work, until I noticed the portal from Eldin Brigde actually used particles.  :>.>palm:
#14
Attacks and Animations / Re: WIP PSA Workshop
July 30, 2014, 10:36:24 PM
Quote from: Velen on July 30, 2014, 10:19:04 PM
Yeah, maybe a tutorial on how to edit them? SHP0 is a still uncracked part of editing for all of us and it would save some of us a lot of trouble if we knew how to do it.
Sure, but I don't have much time left because it's getting late (Europe). I can try and make a detailed tutorial when I get some time again.
#15
Attacks and Animations / Re: WIP PSA Workshop
July 30, 2014, 10:01:01 PM
Quote from: Gravity on July 30, 2014, 09:49:53 PM
Yesssssssss

By the way, I don't remember if this was specified at some point, but she's over Ness, right? And if so, I guess that means no BrawlEx slot?

I'd be totally cool with that, I hardly ever use Ness anyway.
Correct, she's over Ness. I haven't really looked at BrawlEx before, but I can give it a look.

Quote from: Velen on July 30, 2014, 09:55:56 PM
Think you'll be able to figure out Link's stuff and maybe Zelda's?
Their shp0 animations?