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91  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Duck Hunt Dog (Wario Version) Out on: April 05, 2013, 05:57:24 PM


Higher poly Master Ball.
92  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Duck Hunt Dog (Wario Version) Out on: April 05, 2013, 12:37:42 PM
He's present in the Japanese release (he's even named the same thing). The issue is that MissingNO is far from the only glitch mon in Gen I. He was the most commonly encountered over here because which glitch mon appears is dependent on your player character name. MissingNO appears for every character named "Ash", which was one of the default choices, and none of us knew any better back then, so that was a commonly inputted name. And the rest is history.

93  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 05, 2013, 11:16:08 AM
[Fei Long]

long time no preview. . .

Everyone knows Marshall Law has the superior Jeet Kune Do.
94  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Duck Hunt Dog (Wario Version) Out on: April 05, 2013, 11:04:35 AM
No bone edits. I've rigged the "pixels" to not-quite-but-almost random bones, so when ROB is idling, the pixels are kinda bouncing up and down. I like the effect, cause it makes him look glitchy without actually being glitchy.

And I have a softspot for MissingNO. I wish Nintendo would just make him canon already.
95  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 05, 2013, 10:56:35 AM

About time we had some lesser DBZ characters.


Yajirobe over Wario is one of those hacks I've wanted for a while. It always seemed so obvious to me. But he needs a moveable mouth. Also I really want a Tao Pai Pai over Snake.
96  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 05, 2013, 12:48:56 AM


He spawns Master Balls.
97  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Duck Hunt Dog (Wario Version) Out on: April 04, 2013, 05:42:12 PM
I looked at some of the animations in BrawlBox with your dog (Wario version) and the animations are hilarious. He scratches his ass with a duck in his hand and pats its belly in the lose animation Tongue


Yeah, I'm happy with the way most of the animations look with the duck. There are a couple that don't work as well, but by and large I like it.

you can port from one to the other just y adding/removing bones in brawlbox...


I tested him over both Ware and Classic and he seemed to work fine. He is rigged over Ware's bones, though.



He spawns Master Balls. Looks pretty cool in motion, if I don't say so myself.
98  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Duck Hunt Dog (Wario Version) Out on: April 04, 2013, 09:27:29 AM
To the best of my knowledge, Wario doesn't use a texture for his hurt face. At least he doesn't have a Hurt visibility bone where I could attach one. So I left that out.

As for the duckless version, while it's doable, his left hand would be permanently in a half-closed fist, or I'd have to completely repaint the weights on his body from scratch, since right now his hand is not attached to the finger bones. And Wario's spine-breaking twists were not fun to paint, so I don't plan on redoing that. If you want him duckless, you can just go into Brawlbox and delete the duck object. It'll look identical to anything I do.

As for the retexture, truthfully I don't see much of a difference in the pics you've posted. While I don't mind retextures, I would prefer they be more obviously different.
99  Super Smash Bros. Brawl Hacking / Model Imports / Re: [General] Custom made models on: April 04, 2013, 01:12:54 AM
For Brawl, every object can only have one material applied to it. And each material can only have one texture. It sounds like you're using different texture files for each side, which is why once you import it into Brawlbox they all become the same. Brawl ignores all the textures but the first.

If this is the problem, you have two ways of going about fixing this. The first is to lay out your UVs so that all your textures can be placed together into one single texture file.

The second method is easier, but also less efficient. Make each side of his head a separate object. So, if his head is a cube, he'd have six different objects, and then you can apply one texture file to each of those.

If you go the UV way, your texture doesn't need to be quite like what you have here. It looks like the sides and back of the head are using the same image, so to be more efficient, you can overlay the uvs of each side on top of each other, and only have that image present once in your texture. This gives you more room on the texture to use for other things, or just to allow the images to be higher-res without scaling up your final texture size.
100  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 03, 2013, 04:59:47 PM
hmm, I think the waist is way too "downside" and separated from the body, so I have to move it, the hard thing is making the skirt not looking weird at the animations, even though I tried to rig it over lucas pants bones, it somehow helped, but I think Ill  have to use another option

Considering she's over Lucas, I think the rig looks really good. Though I agree her spine seems somewhat detached, like it's a third too long.
101  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 03, 2013, 01:48:47 PM
Wasn't planning on it. Don't even know what would fit over WarioMan.

^^And his mouth is rigged to open. Just need to texture the inside of his mouth and barring any unexpected errors he'll be ready for release.
102  Help & Tutorials / Model Tutorials / Re: Rigging and Importing in Autodesk Maya on: April 03, 2013, 01:27:03 PM
With Maya, you rig to the entire skeleton all at once, unless your model is in separate pieces, then you can just rig each piece on its own. In the tutorial I go over the two ways to do this, either by selecting the hip joint (the root bone) and binding with joint hierarchy, which will bind the model to every bone, or by selecting only the joints you want to bind to, and then binding with selected joints.

If you do it the second way, you won't have a bunch of other joints in your skin modifier (called the skin bind pose in Maya) that things can get accidentally attached to in the weighting process, but on the other side, if you later decide you want it influenced by another joint you didn't already have, it's a bit of pain to add another joint to the influence list without screwing up your weights.

Maya keeps track of all the bones in a vertex's skin bind pose, even when those bones no longer have any influence on the vertex. So if you remove influence from one joint, there is a chance the influence will move to a different joint you didn't want it to. This is just something that has to be dealt with, since it ensures every vertex has 100% influence spread out across all its bones, which is what Brawl requires.

However, Maya has different paint weighting settings that do NOT do this. Painting with the setting set to "Post" instead of "Interactive" allows vertices to have non-100% influence, meaning when you paint the influence away on a joint, it won't move to another one. But this isn't compatible with Brawl, not unless you makes sure manually that every vertex has 100% influence before exporting out. Otherwise when you take it in to BrawlBox, your weights won't look anything like what they did in Maya.

I will say this; Maya does a pretty good job at redistributing weights for you. If you paint all the influence of a joint to zero, then move to the next joint and paint it to zero, too, Maya won't just stick all that influence back on to the first joint. It remembers you didn't want it there. The influence does have to go somewhere, though, so if you go the chain painting zero on every joint for any one vertex, eventually it will get put back on to a joint you painted away earlier, so you do have to double-check every now and then.

As for the order you paint things in? You don't need to paint weights in the same order as the parent-child hierarchy. You can jump back and forth at your leisure.
103  Super Smash Bros. Brawl Hacking / Model Imports / Re: Vaanrose Custom Imports: Duck Hunt Dog Out on: April 02, 2013, 11:20:09 PM

Dog over Wario is out. Updated the OP with some ideas for future hacks.
104  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 02, 2013, 10:04:32 PM


Working on the Wario rig
105  Help & Tutorials / Model Tutorials / Re: Rigging and Importing in Autodesk Maya on: April 02, 2013, 05:47:18 PM
Yeah, I teach Maya at my university. Only for a couple of years, and it's really informal, cause I'm only two years older than the average student, but they needed someone to teach classes and so here I am. They say the best way to learn is to teach, and in my experience that's pretty true.

As for the rigging, Maya does both. If you're so inclined, you can enter every weight manually, vertex by vertex. I do this occasionally, but it's a damned pain most of the time. The other way is much more intuitive. You get a  nice visual representation of how much weight any vertex has, and adding or subtracting influence is super easy.
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