Sure, no prob. Here's three samples of the models provided. Two of these models are full armors, and the other sample is some male character that I probably don't intend to use.
Huh, I didn't know the game physics is what animates capes. Does the game just detect the cape bones specifically for MetaKnight, Ike, and Ganondorf and automatically move them around or something?
Anyway, I made some progress with Cole Macgrath. Check the OP for a preview. Expect him to be released before the end of this week. Next, I'll probably start working on my entry to Boygos's Pokemon contest. I'm thinking about importing Gallade over either Sheik or Link, but I don't have a model of Gallade.
On another note, I thought I'd found a good source of Skyrim models:
but all the models turn out really deformed on my 3DS Max. I really got my hopes up on importing Skyrim models. I'm hoping now somebody here can get me some models so I can import what resembles the Dragonborn that you see on the title menu when you load up the game.
Hmm, tbh I never actually noticed those instructions till now, lol. The only thing that I do at that step is everything up to the "... then click DETATCH" part. I never do the rest of the steps mentioned; I just move on to the next part of the tutorial. I've successfully done 17 imports like this without any problems.
Let somebody else explain this since I don't fully understand what it's supposed to do or how it helps either, but if you're really impatient, just do what I did. After you click "detach" on the script, simply ignore the next few steps and move on to the next section. You should be able to do the import just fine.
^ The link doesn't seem to work for me. Glaceon over Pikachu sounds pretty tough, since Pikachu has a different bone structure than other Brawl characters (or so I assume; I've never imported over Pikachu yet). I'd recommend you put that project on hold, and maybe start with an easier import over one of the more human-shaped characters (Ike, Marth, Ganondorf, Link, Falcon, Pit, etc.).
If you can get a working picture, I'll try to help.
yes sasake is being made but in his Super Saiyan Emo Form(the shippuden version) mine will be then he was a Kid and not so much Emo as in shippuden
Eh, I like the older Sasuke, and I'm pretty sure not too many other users here disagree with me. It'd be a little redundant to have 2 different Sasuke PSAs, so I'm voting for Kakashi. Although I like Lee, all of his attacks are physical based, so I can't imagine that being too much fun. Kakashi has tons of different possibilities.
That's a nice gif! DemonBoy taught me how to make gifs like his, but I suck at getting the textures on with the proper shading.
The method I tried above involves getting the Brawlbox animation onto 3DS Max. If I created the animation on 3DS Max myself, it would look a lot better. Unfortunately, I don't know how to make decent animations (yet). Hey Demonboy, did you use a Brawlbox animation for that Nova gif or did you animate it yourself?
Back on topic though, I'm looking forward to Dr. Doom!
Rig the cape where the shoulders are attached to the BustN, rig the rest to the BodyN bone. It looks cool in game like that.
the rig is done. gonna release tonight.
Thanks, I was wondering how I was gonna do the cape. I was originally gonna rig most/all of it to the BustN bone, but that would've looked really stiff. lol
Also, how are you done already? How long have you been working on this?
it's being a [censored]. I may have to do some more editing or just rig it to diffferent bones along his body.. :/
I didn't really understand how this works when Nanobuds explained it. Are you using some kind of custom bone-set with cape bones or something? After rigging the cape, does it need to be personally animated or something? If that's the case, I may just skip out on this entirely.