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16  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ KH1 Sora - Soooo much bipolarity in one day! on: March 17, 2013, 09:56:51 AM
Hey is it possible to make the key blade with the keychain animated? Because I don't like the keyblade's keychain to be just texture or a bone

There's no way I'm even leaving the chain in the model unless I can give it proper physics. As of now, the only characters that can do that to my knowledge is link, toonlink, and shiek, assuming I make the chain an article.
Basically, you're just not even going to see the chain.
In other news:
I'm going back to an earlier state. Good thing I kept several backups.
There's crap that is completely out of my ability to fix. There's the way to say it without completely bursting into a rage.
EDIT: Found which one I'm working off of. this one has fire working just fine, and before I renamed the ^B animations to work. Also, poll.
Oh, and an additional note: I'll have more time during the week since the SO season is now over ;n;
EDIT AGAIN:

Time was running short. I was almost not going to do it. But then...
a freaking miracle happened! Both the ^B Air and ground started working flawlessly!
Sooo, yeah-
<a href="http://youtu.be/iZOj0btwVA0" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/iZOj0btwVA0</a>

17  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ KH1 Sora - Model almost done, but ready for porting on: March 13, 2013, 07:20:00 PM
Okay, so I was almost done with V1 when:
The NB Air killed itself when I put in a simple variable switch. ._.
The vB doesn't acknowledge the variables at all.
Just when I thought the ^B ground was fixed, the ^B air killed itself, too. so now neither work right.

So.... if the NB and vB can't be fixed, plan B it is: fire is the only pure magic, and there are other moves that have magic incorporated in it (As of now I'm looking at thunder blitz for the Fsmash and ice storm for glide attack.) Then the down B will be gravity drop or something.

On the plus side, the >B works flawlessly, but took no effort on my part since pit has a glide already.

I'll restore stuff to normal and work out several different solutions while I'm gone friday and saturday when I have time, and we'll see the results on sunday. Who knows, maybe the video will happen... At the very least, I'll have some of the model oddities fixed.
18  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ KH1 Sora rig in progress- see page 30~ on: March 03, 2013, 08:32:59 AM
Sora looks pretty great. But about your Neutral B, I actually have a code that can allow you to switch spells by using just a taunt.

Instead of using random chance, you can just use a taunt to switch spells.
I know that can be done. I just hate using taunts in any way for combat since no brawl characters do that. Granted, none of them have a 50/50 switch either.
I don't like this idea much, but perhaps I could put thunder, fire, and blizzard on the NB, and use the vB to shift it with the same LA variable method that taunt swaps use. What I have against this is the variability between a "projectile" and an attack that simple covers sides... Maybe it'll be okay since fire being able to DI (That'll be pit's arrow) will put a bigger difference between fire and blizzard.

EDIT: Model is almost done
Both hands have bones and are rigged
The hair can be animated
Now, there's just one tiny problem I might want to tackle... (if you scare easy, you may not want to open this...)

Those eyes look absolutely psychotic! Even with the normal mouth, it just looks... *shudders*
In its current state, I can start matching stuff up in Pit's moveset file and see how well it works, though.
19  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ Back with a vengance! on: February 23, 2013, 05:41:06 PM
And I'd consider doing that if it weren't for the fact I would have to rig it
...Puffy pants are annoying. I restarted the rig twice now >.>
The faces turned out okay-ish though.
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ Back with a vengance! on: February 22, 2013, 08:03:52 PM
You are going to include HT Sora with Pumpkinhead keyblade as an alt, right? And now I just wish someone would model a Tron Legacy Sora. Im srs here
Maybe someday. For now, the faces are really irritating to make for the normal model...
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ Back with a vengance! on: February 22, 2013, 02:53:34 PM
I was wondering if you would make a kh2 or Ddd costume
KH2 - Highly doubtful, since I will be working where Kagemaru left off on his KH2 sora after this sometime. it wouldn't fit quite as well with a KH1 moveset either.
KH3D - Sure. it's a new texture and a small model edit. Plus it's a nice design in my book.

EDIT:
This will be fun to rig. But first I need to make the faces and make the normal one look less.... stupid.
The leg indexes match up with pit's bones to allow slope events to work.
22  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ Back with a vengance! on: February 22, 2013, 02:25:59 PM
if sora is going to be ported to pit than maybe you can do a 3 hit combo like in eternal yoshi's sora.
A, yes. There's that, too. Pit has 3 jabs already!

Also, the final smash would still be zantetsuken. and it'll be a tad bit more accurate that way.
23  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ Back with a vengance! on: February 22, 2013, 06:30:37 AM
Oi, Anon, you want my Sora files? You know I had been planning a update/revamp of Sora and I had did a bunch of stuff. If you want, I can give you those. v1.5 of Sora was almost done, I just don't have time to finish it. If you finish it, or use whats there to help further your KH1 Sora, thats up to you. But just lemme know what you wanna do.


Sure.

Anyway, stuff pertainant to this sora:
I'm strongly considering porting him to pit after the new model is done for a few reasons-
the projectile- it'd be nice if I could make fire reflectable and able to DI since it was a homing projectile in KH1
The glide - it'll save me a few months of my life.
the physics on his kilt or whatever it is would be good for that chain at his hip.
The special landing may have less problems. Fairly certain that's what caused the
^B ground is more cooperative?
Disappearing glitch on the special landing (which doesn't happen with the VBrawl animation, but that looks out of place for obvious reasons.)
24  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ Back with a vengance! on: February 20, 2013, 03:45:21 PM
...And while that looks pretty cool, I'm probably not going to do that for the neutral B. I do like what sonic blade looks like in that game, but I can't add the distortion effect...
If glide doesn't work out, I'll do that with the side B and add translation to it based on charge.

EDIT: I have a start on the new model. I ripped the KHI sora model from the KHII disc along with the keyblade so they are in the right proportions, and changed anything flat (Like the chains for his necklace, the chain at his hip, the and the belt buckle) into 3-d objects. Next I'm taking it through Maya to add vertices  to the elbows, knees, and anything I don't think is smooth enough.
Then I get to make the faces :/
25  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Projects of the Unknown ~ Back with a vengance! on: February 19, 2013, 03:30:32 PM
Did I say I would work on rayman?
I lied.
SSBB Hacks - KH I Sora (Preview I)

Pretty good for three weeks' development if I do say so myself. All animations (Except thunder, for now, and the wait animations) were completely redone.
So, the moveset plan:
AAA- Pretty easy to figure out. It's just sora's iconic 3-hit-combo
>Tilt - Basically marth's. Based on countergaurd from Kingdom Hearts.
^Tilt - I quick slash with a flip. Based loosely on something I saw from Kingdom Hearts 3D.
vTilt - Marth's. I really want to change this, but I'm at a of what to do there.
>Smash - Blitz. How could it not be blitz.
^Smash - Turns to the screen and slashes upward. This is definitely subject to change in some way. If not the idea as a whole, the animation will at least be amended.
vSmash - For now, he slashes low. I'm considering changing it to quake... but it doesn't seem "Brawl Standard" I may even change it to the same thing that all sword weilding characters have for sake of consistency.
N-Air - Spin. I may change it to aerial spiral.
> Air - the over head swing as seen in his usual aerial combo
^ Air - Upward swing seen in his usual aerial combo
< Air - I have three different animations for this right now-- A stab, spin attack, and what I am currently using: an upward swing close to what his ^Air is (Which is certainly not what I'm leaving it with.)
v Air- Close to marth's in idea. The animation is based on something I saw from KH3D.
NB - 50/50 chance of fire or blizzard. Fire has more damage/Knockback, while blizzard covers a wider range and rarely freezes the target.
>B - Glide, sort of like what Pit does for Project M. (Haven't even started on this coding wise. I know just how I'll do it, though.)
^B - Aerial recovery (Ground isn't working properly yet, but in air it moves without applying character momentum.)
vB - Thunder. I'm strongly considering making this chargeable
Final smash - Zantetsuken. Lazy of me, I know. by the time it's done, I'm basing it on KH: Coded.
Throws haven't been tampered with yet, and they likely won't be anything too flashy.
What I'm doing next is fixing up the model. I'm smoothening out parts like his pants, sleeves, and fingers. I'm changing anything that is just a 2-D plane into actual chains and whatever, adding modeled on expressions, adding vertices around the elbows/knees, and finally, I'm adding new bones for his hair, sleeves, pants, right hand, coat, and hood. When I'll be showing that, I don't know. Maybe tomorrow, maybe Sunday, maybe a few weeks from now... This weekend and next are kinda busy.

Did I mention I'm never using WindowsTV again? I finally have a new capture card to use, so I may have more frequent video updates, assuming this one doesn't turn against me, too.

Additionally, If I can ever be bothered to fix the rig, I may work on Finn the Human.
26  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: RSAR almost done on: February 17, 2013, 03:49:34 PM
Any chance you can add a 'Delete bone entry' option to the edit all window for animations?
27  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kage's Inner Sanctum: Chun-Li Released on: January 24, 2013, 05:33:11 AM
I don't know why she teleports. I have 0 idea why that happens.
What does she do right before she teleports?
28  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kage's Inner Sanctum: Streaming Done on: January 05, 2013, 08:23:51 AM

Toon Link is gonna be a Mini-Psa. I'm mainly gonna be changing his Special Moves via a Taunt.

Up-Special: Deku Leaf
- Toon grabs the leaf and floats up via magic and what not xD

Side Special: Song of Storms
Ground: Toon conducts the Song of Storms with his WindWaker and causes lightning to to flow out

Side Special:
Air: Debating on if I want to make an attack with the Skull Hammer or Deku Leaf

Down Special:  Skull Hammer
Ground: Similar to DDD Toon slams the hammer down forward onto the ground. Anyone in the way gets hit... HARD. And the shockwave from the attack causes those in front of him to trip.

Down Special: Iron Boots
Air: Toon puts on his Iron Boots in the air which send him skyrocketing down. He hits the ground causing screen shake and a powerful meteor. Not good for using without being above ground because you wont stop until you hit ground.


Neutral Special: Ice Arrows
Toon's Arrows are now Ice Arrows. they freeze on contact.


New taunts and Victory poses.

So once the model is done, look forward to it.
You know what's hilarious. I've working on a toonlink moveset recently. Luckily, there's only one change this has in common with mine as of now: The skull hammer, which I'm going to make it close to DK's >B, and add a way for him to swing it to the side by pushing back on the control stick at the start. Also, for the ice arrows, I think you should put something like
If: Roll a die : somewhere around 4 and 5?
   Hitbox that freezes
Else:
   Hitbox that merely does damage
End if:
Because it would be pretty over powered to freeze upon impact every time. Are you planning on changing his final smash, too?
29  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kage's Inner Sanctum: Sora 1.75 Update soon! on: January 04, 2013, 04:04:31 PM
fs final form.

hopefully he doesn't fly erratically like MarioDK's SMBZ mario used to. If you've seen the (very old) tails over marth, it doesn't look like marth has a problem with such things though.
How about using this as a Wait3? Just focus on Sora's stance.

http://youtu.be/KWDllgkplkk

I know Sora did something like that in KH2 and in DDD he did the same one, but had his keyblade out in a cutscene once.

It would be nice to have some diversity, but how would this transition back into the normal stance?
30  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Kage's Inner Sanctum: I'm streaming on: December 30, 2012, 04:35:19 PM
Well I'm thinking Sora V2 has to have like 3 drive forms. Valor, Wisdom and Master.
In order to do that you would either need to use a model that is even lower poly than the one I used, or make the final smash a single-hit rather than a transform that uses PAT0 animations. There would probably be a shortage of subactions, too (I'm aware brawlbox can add them, but I have yet to see that work right)
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