Third part still has minor details being worked out, but it's relatively done
I just realised you even gave the sandals separate bones so that they can move on their own without always moving with the feet (as seen in the second attack of that sequence). Good [censored] sir, I love how detailed your rigs are.
Mediafire shouldn't be "banned" or disallowed as a site for people to host downloads here because there's still a huge number of mods that haven't been targetted and their Mediafire links still work fine.
Though I do agree that the premotion and general recommendation of Dropbox (heck or even somewhere like Box.net) instead of Mediafire is a good idea.
Wouldn't recommend using these codes. They're borked and will most likely mess up your save file in some way because the codes being used here for the most part are outdated and unstable.
In other words, move along people there's not really much to see here.
this is awesome too bad how hardcoded everything is in project M
If it was hardcoded we wouldn't have been able to edit it in the first place. The coders have merely coded it in such a way so that it's difficult for most people to edit.
Not sure who else gets this issue, but with 0.68 when I preview a model then are surrounded by a transparent wireframe. It's rather hard to describe, a preview would be better but I can't do one at the moment. It makes it overall rather hard to properly see various aspects of the model. Happens with every character model I've tried.
Doom, do you want me to follow your original Cloud moveset plan? Or should I make it in line with the ones I'm making?
Honestly I'm not really fussed. You can if you want to. It's yours and Kage's moveset now after all. I wish you the best of luck whatever approach you take.
This is a subject matter that has been on my mind for a little while now. It mainly affects move set mods but can be applied somewhat to other forms of modding. Simply put how we critique mods and modders and the standards of the various users.
Oh and let me get this out the way now, I fully expect people to disagree with and/or dislike what I've to say. Admittedly I'll probably read back on it and think it sounds rather elitist of me but nonetheless it should be said.
Move set modding is very complex. Even the people that do it I feel didn't quite understand what it takes to be a good move set modder and designer. Heck I don't even think I'm a particularly amazing designer despite the fact that I've learnt a lot about it from being in the PMBR. You can shower your move set with all the fancy gimmicks in the world but unless there's a solid general design direction and all the little decisions you make surrounding said design direction are coherent your move set is going to be bad. You'll catch the short term attention of people, but after the cluster begins to wear the anyone with taste can see the move set becomes dull. Which brings me onto my second point.
I've noticed the standards of the general community associated with mods and this site can be rather sketchy. People are often too nice with their 'feedback' and as a result leave completely unconstructive comments. This happens less with regards to model imports I find and its why imports and importers have almost all steadily gotten better. Most of the imports now are way better than imports from a year or so ago but the same can't really be said for move sets.
I hate to isolate an example but calikingz Crash PSA is a recent one that comes to mind.
I'm seeing comments all over the video saying how awesome it is yet I'm there looking at it and not getting that impression at all. Presentation wise its mainly a bunch of animation swaps using largely Luigi's animations with a handful of Crash's actual moves done but it a rather stiff, unintuitive way. Ironically the final smash was really the only thing that caught my attention. And this is coming from a user who was nominated twice for the KC-MM award of best all rounder. I'm not trying to offend calikingz and he's not the worst example or the only one, merely felt this needed to be stated.
This overall prevents a lot of move set modders from actually progressing as designers and artists because they don't actually know, understand of appreciate where they're going wrong. They may learn some new fangled nifty trick in Brawlbox or PSA but nothing that makes them better move sets.
In addition to design presentation is often important, namely in the animation department. Honestly I could probably count the number of active good animators here on one hand (myself not included). The ones striving to improve and consequently are since they're steadily understanding where they're making mistakes (and before you ask no I'm not naming anyone). Good animations more than anything craft the identity of your mod. Yeah I know another animator rant I just wish there were more really good ones.
I guess what I'm saying is that I've noticed in the 3 years I've been here that the community is pretty tame when it comes to expressing feedback for mods (namely move sets). Scared to insult people maybe? Well I feel some people need to be levelled with a little more. Being a little more frank so they have the opportunity to truly improve.
I'd actually forgotten I did that Gangnam Style animation. It's incomplete as you can probably see by the fact that it doesn't loop or transition properly. Final Smash is the army of ninjas from MUGEN though I want to touch it up a bit. Maybe try animate the ninjas and have it last longer.
You can open up the .pcs files in Brawlbox and save them as .pair files. This will create a working .pac and .pcs for the model. It's very easy. If an error comes up when you do it, that's just because the new .pcs is trying to replace the one that's open so don't worry bout it.
However, it's something that'll be looked into. Not sure why there aren't .pac files, since I know I have a collection of .pac and .pcs files for costumes myself.