okay, I finally got my time to get Maya. but I encounter some problems
I tried the human IK with jigglypuff, but I get sometimes "Yellow" colored bones and the "ready for IK" is yellow, saying the hip bone is not facing the right way. putting it on control rig on source will make it disappear!
also, when I get a common problem with a custom model. the model will be thrice as big as the skeleton! but it still rigged to it! when I move the arms, it will move the thrice big model there the skeleton is on! making it a bizarr model animations!
Applying them to stages may not be too far off, however as much as i would love to try it there's quite frankly nobody to teach me how to do module stuff. I know a bit, enough to do a few things. But i don't know the basis of ASM. So sadly i wouldn't be of any help. The only ones who could even do anything remotely close to what would be necessary are PW, Dant, and Pikazz. I'd love to learn, however there just isn't any documentation available even on the wiki.
Aside from learning the general structure of the modules, it would require me to actually learn all about ASM, and then in particular the opcodes for PPC.
However, I can safely say that using these files may definitely be possible. Since the 1 module (sora_adv_stage.rel) governs the loading and reading of these files, it may only be a case of importing the required methods into a stage's module. (wishful thinking) the other method, hopefully not necessary, would be importing the methods into the actual sora_melee.rel
Dant, i was wondering if there is any way besides these forums i would be able to get in contact with you? skype perhaps? PM me or add me on skype if so. Skype name is sammi-husky.
can try to teach you that I know, but Dant and PW would be the one that teach it out. I still have stuff to learn!
I also wonder if I could add you Dant! and can I add you Sammi Husky? :3
I converted all my keys to spline. I'm pretty much cleaning up the curves and then I'm done. -...though she seems floaty now
ehh...Looking at these more.. I realized that the animation lacks Samus's personality....which is sorta important........Ehh I'll try to focus on character/personality better for future animations since this ones nearly done
great example would be the "base pose", the flip, the legs and the end pose! the base pose, try to make her something that Samus would stand like
the flip looks like something a kid would do, add something more samus to it like close the widthen of her legs, make her spine straight like she does on his Down B attack
legs, please put the legs more together, samus isnt that type of woman who shows it all!
the end pose, you can try to make her show his back and look behind?
but regaless of its not "samus personallity", its a excellent animation!
an intresting consept, but will take hard work and hardcore coding to do!
but the basic is there, the sticker system and SSE Engine! all that need to be done is to make that useable in brawl versus! but thats much more easier to say than to do
but sadly, it will not be easy cause it will require huge programming and PowerPC/Asm knowledge. even if it just "copypaste" if you want someones elses article on that character
Alses: Adding articles WILL be possible in the future, we just need to find a way to rebuild the module files completely!
but there is one thing I wonder if its possible, that would be "Merging Subactions" together! perfect example is from the game Kirbys Return to dreamland, there example there is a animation for a drill arm thats its animation is "loop" while it plays durning the other animations aswell! and the arm isnt a article, its on the body itself
I have seen it to Damagefaces, they "Merges" into the damage subactions like "throwN" animations without any problem
Collision objects in COLL files in stages and SSE stages have a flag value that are only used in some SSE stages. It is probably related to some of the files in BLOCs. Also, some collision planes use "Crash1" as a material, which I believe can be related to damaging collisions or something. (Using that material in versus brawl stages, however, usually crashes the game.)
Just something to be aware of if you're gonna research files related to collisions
the collision "Crash1-3" is actually inside the Module! example in break the targets or Stage Edit, those works!
so basically, to make those material work we need to imply the correct into in the stages module with %, knockback, effect ect
appearently, I tried to make a hack that has 3 new actions. however only the last new added was shown and looped at wait o.o the actions went through eachother until the last that was "change action to 0 when animation ended" instead for the next ActionID will try to make it all changes to something else instead for a straight line and see what happens! however the attack DOES deal damage and do the things its told!
I have my suspisions of whats wrong, sadly I need the Dant's Module Rebuilder for it most likely :/ but it still a huge step forward!
too hard for you? I finally succeeded to give jigglypuff A FRESH NEW ACTION! yes you heard me! a NEW ACTION! I found the missing piece for it!
but sadly, its not perfect yet! there is something wrong/glitchy about it. each time the action 0 is used (the wait action), it change the action to the new added one! meaning that once you stand still, it will enter that action Loopingly!
falling through the stage? I did it on purpose by simply setting "set Air/Ground" to undefined(0) to know I using the correct action!
Wait... This is... Awesome! Can he can move while charging?
not actually sure cause Phantomwing gave me that Gif and said he found something intresting in soStatusUniqProcess. I posted that pic here cause it was so much hype and beauty in it so I couldn't resist! but whats look is that it only move when you shoot it or you are force to throw it before charging