I'm having an issue. I know it says to check if you have common2 and such if the random icon freeze is happening, but even then it STILL freezes up with the random icons. any help with this? I'm trying to use slots 43,49, and 63
What exactly are you assigning it to? Also make sure the model/bones have animations as if the bone assigned isn't animated properly it might not work if i remember correctly
I'm assigning it to RHand and another set of collisions to LHand, and the fact that the stage doesn't animate even though I have an animation set up and everything is also a problem I'm guessing? It should work, but the animation refuses to play in-game
2 things that come to mind as to why it won't work:
1.Make sure the collision is set to ground,wall, etc under the "types" option. You can check this by simply clicking the blue collision line thingy and looking at the bottom right
2.Click Collision object and make sure the collision is assigned to a proper model/bone or it won't work the way you want
Well, number 1 is already done, and when i do number two the collisions dissappear until taking the assigned bone off
So, I've been working on a stage for a while now, but every time I try to attach the collision it doesn't animate AT ALL and the collision doesn't work!! Please help!
i can make a couple animations for the the rig over squirtle like its wait, dash , run, and more
Alright, still gonna fix up Ness rig though, just in case Post Merge: April 03, 2014, 04:35:56 PMAlright, So I've converted bones that will make him work with ness animations (though it looks HIDEOUS...) BUT the tails and the ear like things on his head. it's progress though, so
why are you trying to use the animations that they when they had a custom skeleton? it has a squirtle squeleton you need to animate it from squirtle not using spear pillar or poke park animations, when i did ridley which was rigged to charizard skeleton noone of his animations are from the boss battle since they have diferent skeletons.
But if done correctly, I can use them by renaming the animation bones to the ones present in the character, but since no bones for the tail exist in this rig... I'ma fix up the ness rig I have and see what I can do.
I am working on suicune over ivysaur right now, and I have been trying to finish up a beta of rayquaza over charizard. I want to release Azelf, Rayquaza, and Suicune at the same time and call it the legendary pokemon Psa. What do you guys think?
I think that would be good! (Though I will probably still have Mesprit and Uxie as optional models) Post Merge: April 01, 2014, 05:42:41 PMCurrently fixing the texture data for the one rigged on squirtle: some things are missing. easily fixed though.
Well, I noticed why nobody has done it over squirtle: I can't animate the tails seperatly, which means I can't import the already made animations AND I'd have to re-rig Mesprit and Uxie.
I rigged a model of azelf over squirtle. I decided to rig the model over squirtle because azelf is a lake guardian and squirtle's water graphics could probably be used for your psa. I also decided to rig him over squirte because there are already legendary pokemon over the other pokemon EX:(rayquaza over charizard, Suicune over ivysaur) ATTENTION: I am a beginner rigger and prefer Psaing so do not expect to much!
I am willing to help with your Vaporeon since im only working on my Luigi/Mr.L PSA. Im pretty good at programming attacks and ok at animating.
Really? That would be appreciated! I have animations exported from pokepark and already placed in her files, but the animating is my problem. same with all my other stuff: I suck at animating But either way ya! the help would be very much appreciated and given credit for!