I do intend on attempting to import the Smash Wii U Flare Blitz GFX, but there's only one issue.
If I do this, then it will have to only be for the Project M version, as custom GFX with the Pokemon requires the removal of the Pokemon Trainer's GFX for some reason.
How about improvising? Like using generic/common GFX or something?
Well. It kinda literally means exactly what it says: make Dark Samus's arm cannon rotate in such a way that, as it goes through the animation, it's drawing a circle.
Move your forearm in so the tip of your middle finger draws a circle while it's bent at the elbow, and you'll have the general idea of what I mean.
I would recommend de-synchronizing the movement of the legs slightly, same with the arms, and maybe the fingers on the hand, and add a slight bit more rotational movement on the arm cannon.
Like make the tip of Dark Samus' cannon draw a circle in the air.
Just to do something different after 5-6 months of Ridley PSA, i decided to handle something new, but still from Metroid.
WIP Standing animation:
Shoulders aren't moving here because the model wasn't properly rigged here. Its not mine of course. It was made by russmarrs2. The main issue here is that i don't have Dark Samus' animations to use as references for animations like i did with Ridley, so, i'll have to improvise a lot more. I used "average all keyframes" thing for animation above, but there is no difference.
edit: got graphics fixed!! now to fix the other tree and it'll be ready to go! its now ready to be released!!! there's also gonna be a SmashU size version too (its a bit smaller tho)
Can you stop doing this? Im going to have a heart attack at this rate. In other words, looks good as usual.
For the Mini PSA version, Charizard will have Rock Smash (Down Special) and Flare Blitz (Side Special). (But there will be a version in which Down Special is Fly, rather than Rock Smash for PM)
For the Project M version of the moveset, every aspect of Project M Charizard will remain the same, aside from the changed Specials.
For the Brawl version however, moves will be changed in damage and knockback to match Smesh Charizard's updated attacks (I may animate the changed moves as well). Its attributes will also match Smesh Charizard.
Like the original release, the rock also had rim lighting, but I replaced that with the same spec map material that the new Charizard uses. http://gfycat.com/RightSilkyBackswimmer
And for Flare Blitz, I made the move function similarly to how it does in Smash Wii U/3D, but with a few buffs. Said buffs include: -Being able to tech off the ground during the recoil (not walls though). -Increased damage. (23 damage, as opposed to 19 damage in Smesh). -Increased knockback. -Invincibility during the first few Frames of startup. -Super Armor during the rush (that gets weaker as the move progresses and as damage increases). -Shorter animation (basically uses the same animation my Solo Charizard uses for its own version of Flare Blitz, but if enough people want it, then I'll try making a recreation of the Smesh Flare Blitz animation). http://gfycat.com/RewardingWellgroomedAfricanparadiseflycatcher
Your animation looks good, but i think it should have some kind of charging up animation for start up. Right now, it looks like he just goes forward because start up is so low and he doesn't moves much.
Thanks Ridley!! Post Merge: July 15, 2015, 10:59:37 AMNot bad....
Looks good...but i kinda expected the stage to be darker. Would give more of a "cave" or "underground" feeling that Brinstar had. And looks like you decided to make them fly around quickly instead of either flying in same spot or slowly moving around.
Oh! sound fantastic. I was looking for something like that (a zoomer, a reo...) but the Ki-Hunter is perfect. I have no idea about rip the model from Other M... maybe you can do that, Ridley.
I already did. Animations from Other M are compatible with Brawl too, so, no need to make custom animations. Will send it soon.
BTW, how about adding Ki-Hunters to Brinstar? They are present in Brinstar from Super Metroid and would make the stage more different from the original one. Im not sure how it will affect the performance though. They shouldn't lag the game unless there are too many of those. There won't be problems with getting the model and thats something im sure about since...well...
5066 facepoints, 1898 verticles, 3664...faces? All eyes on this model glow in the dark