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61  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project KAI.: Rebirth on: March 23, 2015, 07:26:53 PM
Yes. I did want a custom model back then too, but I worked with what I got. I'm no model importer, so...
62  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project KAI.: Rebirth on: March 23, 2015, 05:08:04 PM
Ryusei and Shinda aren't really recolors tho (At least Shinda was at one point). And that'll be even more apparent with the fact that they have custom models.
63  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 23, 2015, 04:59:37 PM
That didn't come off as rude at all! lol...

Well, I take back what I said cause it turned out it was the batteries... lol... I found it weird tho cause these batteries were barely used...
64  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: March 23, 2015, 12:31:55 PM
The rule mentions reference used from it's source material. Pretty sure these mods are custom made, so I have no complaints here.
65  Help & Tutorials / A/A Tutorials / Re: Creating Custom Control Rigs in Maya on: March 23, 2015, 02:48:02 AM
1). It would be preferred that you make custom rigs on a T-Posed Model. Not entirely sure what were to happen otherwise... From my experience, this has never happened to me.

2). The creation of a group will always be at the Origin (0,0,0). They won't appear at the foot. This is why we press Insert, and move that pivot point to the desired location by either moving it manually, or Vertex Snapping to a Bone. Pro'lly should have elaborated on that a bit, huh?

This thread pro'lly goes by unnoticed cause out of all the A/A Hackers here, who actually uses Maya to animate? Pretty sure a majority of those people still use BrawlBox, and do not yet appreciate everything Maya has to offer.

Just a bit of an update, I've recently made a breakthrough as to how to make an IK/FK Hybrid Limb. Still trying to figure out how to make it neat tho... lol...
66  Super Smash Bros. Brawl Hacking / Project Concepts / Re: Project KAI.: Rebirth on: March 23, 2015, 02:30:54 AM
I'll try to get Shinda in soon enough... I'll promise you that. I will admit. Still in the experimental stages concerning this model rig... lol...

Great to hear you're adding in more OCs!
67  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 23, 2015, 02:03:12 AM
I don't think I have Priiloader. And even if I did, that doesn't solve my issue since I don't have a Gamecube Controller in the 1st place... lol...
68  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 22, 2015, 06:21:16 PM
With 5 gigs left on the main C Drive, not gonna happen... lol...

idk what specs to look for, but I'm definitely gonna need a new computer before I'd feel confident about using Dolphin.
69  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 22, 2015, 05:54:14 PM
Welp...

Wii's gone completely defective... lol... I have no more controllers that could help me with navigating the Wii Menu. Wiimotes would be on for a second then completely shut off. Could be the batteries, butt eh...

I'll need somebody on skype to test out my PSA whenever I feel the need to test it. I simply wanted to see how some of the new animations looked in game... lol...
70  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: A Bloody Canadian's PSA Thread - Shinda Remake on: March 21, 2015, 04:55:48 PM
Finished with the Custom Rig! Skirt and Weapon Controls ended up being too finicky to implement due to their Default Rotation values not being 0.

At any rate, decided to redo most of the animations since I can work better with this rig now. Plus, I'd imagine having a hard time to pose the model to the wait animation that most animations already start with. Only animations I'm not redoing at this point are the Walk Animations.
71  Welcome / Rules / Feedback / Brawl Vault / Re: BrawlVault: Feedback and Updates on: March 19, 2015, 01:01:32 PM
Removed. Thank you kindly!
72  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: March 15, 2015, 12:44:25 PM
The video you linked us was a PSA video. The one you linked just now is a Texture Hack...

Also, for future reference, copy the URL from instead.
73  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: March 15, 2015, 10:41:14 AM
Huh... OP used to say how much points a certain Contribution has... SJS Decides who gets the award and who doesn't, tho I think he's been rather inactive lately... Anyway, thank you for your time!
74  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. on: March 14, 2015, 12:36:32 PM
Imagine the amount of keyframes :V

I think he started using linear tangents because of an incident with T-Rex and the tangents being all screwy.

Changing it to linear fixed that issue, so I'm assuming he's still using it for a majority of his animations.

I don't think it takes alot of Keyframes to make a wavy Motion like this assuming you're using FK Controls. With IKs and Baked Animations, that's a different story...

idk what happened, and idk his process... idk, it just bothers me...

The animation was only a test, really. Not to mention, it was made in BrawlBox, not Maya.

Ah, in that case. No issues here... lol...
75  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. on: March 14, 2015, 12:26:21 PM
If you do plan on making more of these wavy motions for actual animations, I'd say work on your loops cause they look like linear tangents from what I see...

Looks good otherwise!
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