Fair enough, I'll try it out when I get back, currently lack access to 3DS Max and a mouse, so, it makes for hard rigging I need to envision how to do this in my head, or maybe screenshot would help? I've been slacking off with rigs lately.
My mouse is broken,so sometimes the damn thing unrig all >< Post Merge: January 10, 2015, 11:38:47 AM
Lana is done, gotta add the shaders, edit the textures and she is ready to go
I'm not really qualified to answer that, I haven't been the best rigging/importer on KC-MM, you might be better off asking someone like Nanobuds, since he's actually good at rigging models, including shoulder bones.
Damn, see, this is exactly why I feel inadequate when it comes to rigging, I had no idea that blending increased the size. I hope that I can actually apply this method. I'll try this out, do you think you'll make a tutorial on this?
It works, I mean, jokekid's echnique, but used the blend tool just 2 times to avoid problems.
i tend to not even use blending... i blend it myself. process i follow: rig bustN (including arms and everything that will be rigged to a child or grandchild of bustN) select the entire arm, and use the grow button to select a portion of the chest that seems ok for the shoulderN's position; then i go like: 0.1>shrink>0.25>shrink>0.5>shrink>0.75>shrink>0.9>shrink>1.0 i'll skip 0.1 and 0.9 if the poly count is too low for so many different weights, and if it's really low poly, i just use a 0>0.5>1.0 also, if it's very high-poly, instead of using the fixed amount buttons, use the "+" button the same amount of times between every click on shrink.
now, once you have a basic rig layed down, you can start using the blend tool, just dont use it too much, because, believe it or not, it increases filesize later on...
Oh, really? It seems easy to rig in this way,instead of from scratch ...Thank you >< Post Merge: January 10, 2015, 09:37:09 AMThank jjookkeekkiidd, the rig for the shoulders are now almost perfect OwO
but zss is like the character with the lowest polycount of all...
Eh? I really don't know. I rigged a character once with 17k poly over ZSS, and worked. Gamidame's Miku is 19kpoly.
Post Merge: January 10, 2015, 02:35:58 AMAlso, Tabuu, very great
@The_randomizer: Ruto scares me...anyways looks great. I also have thia.probkem with shouldets, should I rig ShoulderN to the shoulder itself or the part between the neck and the shoulder?
Pssst....her's arms are just a little below the bones....move her upper half a little.....it shouldn't be that noticeable, but it will be a noticeable rig if you don't......at least it isn't as bad as the original SM64 Mario model, I know I sound like an [censored] right now, but that rig was horrible, the arms were a whole arm's height below the bones.
I have a problem with arms OwO I can rig all the rest of the body well, but arms...I just suck. OK, I will restart the rig (the shoulder isn't connected to the rest of the arm in the rig :v Thank you for pointibg that. I will rig her over ZSS, because of Polycount
@Ash: I'll use that advice Ash, but in a different era of Melee Link
@Nano: Seems like my best bet
This mod was only able to work through the power and imagination of photoshop...
NOT!
Some of the textures had to be reduced by half to fit under 1 MB. However, Falcon himself and the quality overall is still amazing. The picture up there was before reducing the texture size of the "Nintendo's Best" equipment. I may remove Fox's blaster and probably Link's shield. Anything else I should add? (1st Party only and has to be one representative of a series) Ex: No Mario, Zelda, Pokemon, Kirby or Star Fox series attributes can be added.
I NEED IT!!! Falcon is my 2nd fave character in Smash, just after Peach
Guys, dowbload latest version of USBLoaderGx, download the codes within the pack. In USBLoader GX (not configurable) load CD and on settings, check ocarina to on