Yes, those CSP's actually do look very nice, I have to admit.
As for the moveset crashing...it might be because he doesn't have a proper animation for being grabbed by Ganondorf, maybe? Of course, I'm not an expert coder or anything, but you may need to look into that, just in case that's the issue.
Sweet; looks like we won't need to edit anything after all, then. And since we're on the topic...how are you going to handle cosmetics like CSP's and BP's?
Are you going to pose it like the unused icon in the game's data?
Or are you going to use the trophy pose?
Or are you making an entirely original render for the CSP's, BP's and whatnot?
Well, I got some bad news. After I got through getting rid of the overlapping vertices, I'm unable to export this model. I'm guessing I couldn't do this when I downloaded 3DS max 2016 which was before I got rid of the verts. So, I can't finish anything without 3DS max 2013...which I can't download again. This project is screwed...
If you want, I could always try and see if the PM Ridley team could manage to salvage the project.
Ok, so, I just downloaded the new Autodesk 3DS Max 2016 version and I just might be a little worried about my work. I had only 16 days left on my 2013 license and I couldn't re-activate.
So Ridley isn't quite finished yet. I have to get rid of those overlapping vertices so that the model will look a little smoother, and the rig won't be such torture.
Rig is finished...just need to get rid of dem vertices...and do the bone placing in Brawlbox, and may have a little trouble with the tail attack animations.
You may want to shrink the wings a bit, too; they're clipping into the ground at the moment, which will probably look pretty ugly in-game.
Why not just rig it over the skeleton Bagan's Ridley uses? That would save you a lot of time and trouble.
Well, and that, too. The only advantage the Smash 4 rig has over ours is that it has toe bones for each toe, where ours doesn't. Plus it'll fix all the rather borked parts of the animations, like the fingers and feet.
I admire that you're going for a custom moveset, but I would definitely suggest rigging it to the boneset we have, simply for convininence (and so that the models are interchangeable with the movesets; so that if someone likes your moveset, but our model, they can have both those, but if someone likes the Smash4 model and our moveset, they can also have both of those, too).
Ok, so, I just downloaded the new Autodesk 3DS Max 2016 version and I just might be a little worried about my work. I had only 16 days left on my 2013 license and I couldn't re-activate.
So Ridley isn't quite finished yet. I have to get rid of those overlapping vertices so that the model will look a little smoother, and the rig won't be such torture.
Rig is finished...just need to get rid of dem vertices...and do the bone placing in Brawlbox, and may have a little trouble with the tail attack animations.
You may want to shrink the wings a bit, too; they're clipping into the ground at the moment, which will probably look pretty ugly in-game.
Why not just rig it over the skeleton Bagan's Ridley uses? That would save you a lot of time and trouble.
Well, and that, too. The only advantage the Smash 4 rig has over ours is that it has toe bones for each toe, where ours doesn't. Plus it'll fix all the rather borked parts of the animations, like the fingers and feet.
I admire that you're going for a custom moveset, but I would definitely suggest rigging it to the boneset we have, simply for convininence (and so that the models are interchangeable with the movesets; so that if someone likes your moveset, but our model, they can have both those, but if someone likes the Smash4 model and our moveset, they can also have both of those, too).
Currently working on making a Tyrantrum mod for Project M; me and Ridley have finished importing rigging the model, but now I need to decide who he'll go over, if anybody (since BEX is compatible with PM now).
Here's the CSS render I have;
And I even have a preliminary Kirby hat set for the mod (though I still need to figure out how to make that sort of thing work, because this is my first time making a mod from scratch);
The hat's not rigged at all in that image, though; it's basically just Tyrantrum's model with most everything left invisible but the parts I wanted to use on Kirby and stretched around to look like a concise hat. All of the cosmetics are done, though.
I can't use Pit or Tink as bases, since those are used by Ridley's K.Rool and Ridley mods. I'm thinking about maybe using Yoshi as a base, but I'm not entirely sure. Do you guys have any suggestions on who to place Tyrantrum over? Post Merge: February 01, 2016, 03:26:20 PMCurrently working on making a Tyrantrum mod for Project M; me and Ridley have finished importing rigging the model, but now I need to decide who he'll go over, if anybody (since BEX is compatible with PM now).
Here's the CSS render I have;
And I even have a preliminary Kirby hat set for the mod (though I still need to figure out how to make that sort of thing work, because this is my first time making a mod from scratch);
The hat's not rigged at all in that image, though; it's basically just Tyrantrum's model with most everything left invisible but the parts I wanted to use on Kirby and stretched around to look like a concise hat. All of the cosmetics are done, though.
I can't use Pit or Tink as bases, since those are used by Ridley's K.Rool and Ridley mods. I'm thinking about maybe using Yoshi as a base, but I'm not entirely sure. Do you guys have any suggestions on who to place Tyrantrum over?