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46  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Mewthree Previews on: April 12, 2013, 05:11:58 PM
Yeah, that would work.

Also, I should note that the Mewtwo PSA has renamed bone for the tail.


TailbaseN to Tailbase.

Tailja to tailjd.

Tailjb to tailje.

Tailjc to tailjf.


Did you rename them? In game, this stops wind from effecting the tail. So that some moves look better.

Still, if you include some edited animations. It should work fine.


Didn't realize that, no. Still, the reason some of the animations look off is because the tail has been attached to his head. So when he leans his head back, the tail goes right through his body. I think I've figured out a way around that without changing any of the other slot's animations, though.

I've got the Lucario version pretty much done.
47  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Mewthree Previews on: April 12, 2013, 01:52:42 PM
I could check it out, I've dealt with enough models exploding/flashing/glitching in the past lol

If it happens again maybe. Thanks, though.

___

So basically, here's how things are looking. I've tried a dozen different tail placements rigged a dozen different ways, and every time, no matter how fine it looks in all the other animations, it's the run animation that kills it. The Mewtwo PSA just rotates his head too far back.

What I'd like to do, since it's a relatively easy fix, is simply edit those animations. There's like six animations total that are messed up, but they're terrible enough that they bring the quality of the entire hack down too much for my tastes. If I just go into brawlbox and rotate his neck like 20 degrees down, it looks a million times better.

AGFan hasn't been active since January. I have no intention of re-releasing his entire hack with like six animations barely changed, but do you think it would be kosher for me to export those particular animation files, edited to work with Mewthree better, and include them in the download with instructions on how to replace them yourself?

Because I feel like people are gonna use this guy with the Mewtwo PSA whether I think it looks good or not, so I'd like to do what I can to up the overall quality.

48  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Mewthree Previews on: April 12, 2013, 12:49:35 AM
Mmmkay. So good news, and bad news. News.

The tail works pretty well with Lucario. Not perfect, but still pretty good considering it's attached to his head.




But over Mewtwo? Uh... not so much.


So. Bone edits.  When I attempted them with Cranky (moved the tie bones to his beard), it looked fine in BrawlBox. The animations played just as I expected. But in game? The joints were rotated 90 degrees to the right.

What I'm worried about with Mewthree here is the way Mewtwo holds his tail doesn't quite work with Mewthree's. Mewtwo holds his tail up. Mewthree holds his tail down, since it comes off the back of his head. It'd look ridiculous for the tail to be held up high way above his head. He'll look even more top-heavy then he does now.

So what I'm thinking right now that might work is to shift the tail bones about half way up his back and a little further out, and to reshape his tail to fit it. This way when he holds the tail up like Mewtwo, it doesn't stick so ridiculously high up, but the tail bones are still high up to avoid some of the clipping errors I'm getting now.

The other option is I don't do bone edits at all, and instead leave the tail rigged only to the head. I'd re-sculpt the tail to look more like the artwork in this case, since it's only shaped the way it is now so it could be rigged to the tail. Although I'd still probably get the clipping errors I get with the current version to some degree.

Whatever happens, I'll probably leave the Lucario version how it is (after smoothing the rig out more, of course) because it's pretty decent. Some clipping errors here and there, but I think those are unavoidable no matter how I do it, since the tail is so big.

And I smoothed his digits.


_________________________

Edit:

Okay, so I managed to get a bone edit working in game the same way it does in BrawlBox. I don't know what I did differently compared to Cranky, but there you go. Anyway, new problem. Random stray faces/verts that flash across the screen. Quick, like a fraction of second, but still long enough to annoy the crap out of you.

I've seen this before on psas I've downloaded, and even some sizemods I've done for myself. I tested Newtwo with vBrawl, Brawl- and with that Mewtwo PSA and he glitches in all three, and when he's in the scene with another Lucario he makes them glitch, too.

Ain't no way I'm releasing a mod that does that, but I don't have the slightest clue what's going on.

So yeah.

49  Super Smash Bros. Brawl Hacking / Model Imports / Re: Kyouma's 2.54314% divergence: Cucumber beer and fried chicken fest on: April 11, 2013, 11:39:06 PM
this is next

Legs.


Do you manually strip the polys, or do you just let Max do it for you? Every time I've lowered the count on models, I've always manually removed them. Takes way longer, but it always winds up looking so much better because you get to pick what gets lowered and what doesn't. Those legs, for example, get to stay high poly.
50  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Mewthree Previews on: April 11, 2013, 09:17:34 PM
Wait---THAT is low-poly?!

I mean, it's not super low, but it's lower than Lucario is, so it's all relative.

i can't remember if i already offered or not, but if you want, i can do some small bone edits so that MewThree's head tail can move with Lucario's tail, if you want.

You did indeed. If the rig doesn't work like I'm thinking/hoping it will, I'll probably take you up on the offer.
51  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Mewthree Previews on: April 11, 2013, 08:18:21 PM


Since he's nice and low-poly (5000 triangles, after edits), I went ahead and rounded his "spoiler" more, and sharpened his hips to look a bit more like the concept art.

Any last changes people think he needs before I dive into the rig?
52  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 11, 2013, 10:52:49 AM
Will that Mewtwo ''levitate'' or stay on the ground? Cuz I don't think its toes look like that on the ground

Yep. His toes end right about at Lucario's ankles. That way he kinda floats, and he'll look a little smaller than Mewtwo without needing a sizemod.
53  Help & Tutorials / Model Tutorials / Re: Rigging and Importing in Autodesk Maya on: April 11, 2013, 10:47:20 AM
Nope. I usually just maximize the joint hierarchy, then shift-select the whole bunch at once, then if there are any joints I don't want that got selected, ctrl-click them out.
54  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Problems, Updates, and Suggestions on: April 10, 2013, 11:58:39 PM
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=31722

While it may be true, I'm guessing this isn't a proper report.
55  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Mewthree Previews on: April 10, 2013, 11:29:57 PM
Wait what. This is probably 2-3x better quality than your other things you made. I am simply mesmerized... I'd like to correct my previous statement, you are better than 99.9% of the people on this site.

Thanks, man. Means a lot. There was about six months there where I didn't make anything 3D, but now I'm back in the swing of things. I wish the character had a bit more to him, cause his arms and legs feel empty to me.
56  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: MissingNO? on: April 10, 2013, 10:09:32 PM


First pass on the texture done. I'm planning on doing all the fancy stuff on this guy. Expressions, eye movement, spec maps. The works.




57  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 10, 2013, 10:03:15 PM
It's very much the angle. He's symmetrical.

58  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: April 10, 2013, 10:02:12 PM
Huh. Guess I just thought the walls were more colorful than that.
59  Super Smash Bros. Brawl Hacking / Stages / Re: Stage Workshop on: April 10, 2013, 08:48:41 PM


Love it. Can't wait to see it with all its textures applied.
60  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 10, 2013, 07:32:52 PM
You are giving him facial expressions, right?

Planning on it.
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