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46  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 31, 2015, 12:03:22 AM
Well, if you'd like to know...

Shinda works in a detective service to assist in solving murder mysteries. She's able to contribute by writing the deceased full name in her Journal. This will enable her to let their spirit take over her to write how they died in their eyes.

Another tidbit to note is that any murder weapons mentioned in her entries can become weapons of her own to use as well. Her moveset is based around these murder weapons. Prominently her scythe since that's a personal favorite of hers.

As far as personality goes, she's pretty much the typical monotone waifu animu character that barely expresses emotion, and tends to only speak when she needs to. She sips tea and reads her journal entries in her spare time. She also likes kittens.

I made this character about what, at least 5 years ago? I haven't made any progress on her as time passed... so... eh...

Expect a preview video to be out in the week. Just recorded it, and will be up on Friday at the latest.
47  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 30, 2015, 10:55:47 AM
I think alot of people would oppose OCs on the Vault. But I say screw that! I do whatever I want!
48  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 30, 2015, 02:26:42 AM
New Follow up for Shinda's Up Special. And one that probably makes more sense than the old one. Used when the initial jump hits.


To those who don't understand, she uses an umbrella... lol...

Arms are weird cause Imma have PSA transition them to the Falling Animation. Maya rig messed up my IKs after Saving for some unknown reason. Good thing I have backups!
49  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: March 28, 2015, 06:41:07 PM
By start up I meant like the AttackS3Start animation

My statement still stands...

Yeah, I'm not really sure how to animate the jump X.X

When animating a jump, think of the legs like a spring. The legs spring up so the person can jump in the air.

I personally act out my animations instead of drawing. Helps me understand how the character might move or slide.

"When in doubt, act it out." That's something I wouldn't say I'm against, but you need to be able to visualize the poses as well. And when acting it out, you're aware that you're acting it out, and you tend to pause to get the pose right. Sadly, it may not be the best pose. And this is why drawing it out is good, cause we have the ability to exaggerate poses when we need to.
50  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: March 28, 2015, 04:08:05 PM
If you say so...

Shield Bash


Needs more speed on the bash. As it is now, it's more like a push. You said you don't wanna speed it up for balancing reasons? Simply extend the startup, and then make the actual bash a fast one! We say it's too slow because the actual bash it too slow. Be more specific, guys... lol...

-It's a Smash Attack. They're supposed to have like a 16-30 frame start up or something, right? Either way, I plan to slow it down more anyways. The swing itself will be really fast.


I'd broaden that range to about 5 - 30 (2 in Zelda's case) cause you also have to take into account on which frame the hitbox will start at when doing the actual attack.

Jump Strike (Needs a lot of critique. It'll be his down smash. Distance that he'll jump forward is determined by the control stick. Is meant to be a fast, GTFO move)


Legs stay in the same position even in the Air. There's no force driving him to actually jump.

Up Smash (Link shoots a bomb arrow upwards. Depending on what direction the Control Stick is held, the arrow will either land infront, behind, or right next to Link causing high KB but low damage to people hit.)


Some recoil when he shoots the arrow would be nice...

Every other one suffers from the same thing I mentioned before. Your poses are too stiff. It's good to exaggerate your key poses to make it read better, and to add more omph to it.

This is an Animator thing in general. Before you even think about animating in Maya, it's a good idea to draw out your animations first. Make a few sketches, draw some pictures as to what the motion will look like, and be sure you can push poses to make it read better. No, you don't have to have the artistic ability to draw realistically, nor the knowledge to draw cool animu waifu characters. As long as you can do some gesture drawings on some medium to help you get an understanding as to how to pose the character, and break down the motions, you'll get some results.
51  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: March 28, 2015, 07:51:22 AM
Helm Splitter *Needs work! Will add the flip in BBox and will make it transition into the fall in BBox as well. Want critique on the jumping part. TP was very... bad at that. Link literally goes from standing into jumping in the game.

Don't worry about the speed of the jump either. That will be fixed in BBox



I'd work on the posing here as he rises up. When making animations, consider the camera. As it is right now, it could use more omph to the animation by having a more clear silhouette. Press 7 on the Perspective view, which will enable lighting... Assuming you have none, your character will go black. This is a good way to look at a silhouette version of your animation. With every frame you make, you need to be clear of what the character is doing even in silhouette with camera in mind. Exaggerate the pose if you need to.
52  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 27, 2015, 01:40:08 PM
Back when I did a render for Basic 3D Concepts, we had to render a short film... which is essentially exporting each individual frame as an image file. Any render you do would export as an image file. Not entirely sure what you're asking since I don't do alot of Maya renders.
53  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 27, 2015, 01:04:58 PM
That's a problem with the baking if you didn't pay attention to what I said... lol...

So, animated it with the IKArms attached to the Bust Control... Still has baking issues, although to a lesser extent... Imma update to Maya 2015 and see if that resolves my issues. I have to do that anyway considering my school updated. If not, then Imma have to manually fix it after baking.

I plan to have at least 1 attack finished today since I decided to revisit the basic movement animations another time.

Rough Animation of the Down Air...


Dealing with Baked Keys gone wrong will be the end of me... lol...
54  Help & Tutorials / A/A Tutorials / Re: Creating Custom Control Rigs in Maya on: March 25, 2015, 06:26:07 PM
Then you have encountered a situation I've never been in... lol...

Ah... idk how different your bone structure is. Idk how to solve it either... Perhaps a look at your maya file would help?
55  Help & Tutorials / A/A Tutorials / Re: Creating Custom Control Rigs in Maya on: March 25, 2015, 05:29:31 PM
This is because of how the rotation Value of the Right sided limbs are default to 180.

I had a similar problem with the right leg, only it was rotated 45 Degress on the Y Axis when I applied the IK Handle to the Curve.

When I did the legs, I did it in this order...

1). Apply IK Handles to the Bones
2). Created NURBS Circle/Used CV Curve Tool
3). Position, and apply a Freeze transformation and Deleted the History of the Curve
4). Parented the IK Handles to the Curve <- This is when the leg rotated on me.

I don't know exactly what you did, but as stated before, deleting the curves and handles, re-orienting the bones to their proper place, and starting over worked for me when rigging the second time around. I tend to never mess with the IK Handles after creating and renaming them, and only went back to them when working with Custom Attributes.

Probably doesn't help that I'm still experimenting with this rig even now. Any breakthroughs with it I'll most likely update the tutorial when needed.
56  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 25, 2015, 04:30:03 PM
Of course, I say that, and then problems with the baking of the hands happen...


I was using IK Arms parented to world space... Imma attempt the animations again with the IK Arms parented to the Bust Control... That means redoing the animations again... Joy! Better I encounter these issues early on I guess. I'm still experimenting with this rig.

Yes, I Baked the hand by a sample of 1.
57  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 25, 2015, 01:38:04 PM
Reworked the Control Rig, and managed to make animatable Limb, Fingers, Weapons, and Skirt Controls that work ALOT better than animating the bones itself. Skirt isn't really an issue no more!

For now, imma have to work with Rough Animations since i want to make progress with attacks.
58  Super Smash Bros. Brawl Hacking / Model Imports / Re: Gamidame_K's thread: This sure was an active weekend on: March 23, 2015, 11:43:18 PM
Could be the computer specs...
59  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: General Critique Thread on: March 23, 2015, 10:52:31 PM
My only critique to you would be to actually rig your ArmJb Bones. It's there for a reason.

If you think about out the human arm works, There are 2 bones that connect your elbow, to your wrist, and they twist accordingly. Look at your own forearm, and see how it rotates. With your setup, you'll get wrists that end up looking like this.


I wanna be able to rotate my ArmJb Bones along the X Axis to avoid my wrists to look like that.

I do like how your ShoulderN Bones are rigged. That's a step up from the Shinda Model you made for me.

That's all from me...
60  Help & Tutorials / Help / Re: Posing Character Models for CSS Portraits? on: March 23, 2015, 09:16:22 PM
BrawlBox can make screenshots, but they don't make the best renders... lol...
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