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76  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 04, 2014, 09:19:26 AM


I can understand the Sunny Day idea when Mega Zard X appears, but I don't think you should use the color overlay. It looks like a Photoshop pee filter to me. If you need something for sunny day, I would recommend having beams of light from above spawn when Mega Zard X enters. Doesn't even need to last; it just needs to be present when he finishes the transformation.
77  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: May 03, 2014, 02:44:29 AM
Yeah, I'm planning to add some arm and torso movement before he slams down.

Also his right arm needs to swing up before he brings it down.

You know that Noesis can view Dissidia 012's animations right? Why not use that viewer as a superior reference for how to move his limbs when doing the backflip?

There's also a FFX animation viewer as well.... I cannot remember the name of it though.

!!!! It's called Chargeur FFX, and it works with FFX-2 stuff as well.
78  Super Smash Bros. Brawl Hacking / Programming / Re: [5/1/14] The New File Research Thread | SSE Stage Hitboxes! on: May 02, 2014, 05:57:40 PM
While this is amazing, I can't help but feel that having to design SSE stages around everyone limits what you can do because the more challenging level designs that would be interesting can't accommodate everyone.

To make it doable with everybody, you'll end up having to design it around the slow characters that can't jump(IE Bowser, Ganondorf), which will make the overall design too easy for the rest of the cast....

The fact that the SSE attributes makes everyone's jumping ability and mobility worse is no help either.

Sad

At the very least with this info, Minus and PM(Much later down the line) can adjust level designs around the changes to the characters and physics. It's just too bad that it's so difficult to make platforming challenges that aren't a bore for the fast and higher jumping characters like VBrawl's SSE.
79  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: May 02, 2014, 07:28:44 AM
Yeah I think you can remove them if you find the right mdl0 to static out. Just look in common5.pac for it.
80  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: May 02, 2014, 06:48:10 AM
Check your config files and the module files. Disable Kirby hats in their FighterConfig files if you haven't already or the game will crash when Kirby gets loaded in with the Excharacters. Also remember to check your modules to see if they are named correctly and have the correct Character ID and Module IDs.
81  Super Smash Bros. Brawl Hacking / Programming / Re: [5/1/14] The New File Research Thread | Stage Hitboxes! on: May 01, 2014, 06:46:09 PM
MiscData [5] appears to not exist in normal stages...
Can you add a note to the topic title to SSE Stage Hitboxes?
The current title is very, very misleading.

Anyway, the best way to check is to get the base damage of the projectile by checking it in game.
82  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: April 30, 2014, 07:16:20 PM
Check your selection. You may have accidentally selected more than you think.

Alright. Thanks for the input.

One last question for now...

I know there's a Control Rig tutorial for tails that was posted a few pages ago, but is it possible to have a Control Rig for wings?


I'm sorry but I don't know of a definite way to make a control rig for wings at this time....
I KNOW it's possible though.

http://www.paulneale.com/technical/bellaSara/bellaSara.htm

Maybe this link can help?
83  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: April 30, 2014, 06:01:21 PM
Don't touch any of the original model bones when the Control Rig is active until AFTER baking.
If you're going to choose something to rotate in the control rig, I recommend choosing the control rig objects from the Character Control tab on the right side of the screen.

If you're concerned about TransN, that can wait until AFTER baking. What I would do is move the Hip control like you would HipN, bake, then cut and paste the values from HipN to TransN. Just remember to key the axis when you do so.
84  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: April 30, 2014, 05:30:48 PM
You aren't supposed to move or rotate the boneset before you apply the control rig; for the control rig to work properly, the model and boneset need to be in the bind pose, AKA T-stance.

Copy pasta values from Brawlbox isn't going to give you the exact same pose.

Thanks for the response.

Also, when you are taking out the extra bones that flatline on the graph thingy, they disappear from the Outliner window, correct?

No the bone doesn't disappear, just it's keyframes.
85  Help & Tutorials / A/A Tutorials / Re: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox on: April 28, 2014, 08:29:07 PM
Alright, a couple of problems:

First, when I tried to go to Edit>Key>Bake Simulator

I wasn't able to find the options for the Bake Simulator. Instead, it just ran through the animation itself without giving me any options to change.

Click the Box next to the Bake Simulator text in that menu.

And also, when I tried to export it, I couldn't find "animExport" (which is what I believe is the setting in your export setting pic).

I am using Maya 2014.
You need to enable the AnimExport plugin in the Plugin manager.
Window > Settings/Preferences > Plug-in Manager - enable the AnimImportExport and make sure load and auto-load is checked.
86  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: April 26, 2014, 04:46:32 PM
Older Big Boss~ <3

I hope you can make the models not lag the game in 4 player action.
87  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 26, 2014, 04:36:27 PM
http://opensa.dantarion.com/wiki/Traces
88  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: April 26, 2014, 04:33:11 PM
The PSA is using the same boneset as before; he won't be able to take Marth/Ike costumes without glitches.

If somebody wants to port the Rising model on the PSA, they're free to do so as long as the DL contains the costume and not the PSA/Motion file.
89  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: April 25, 2014, 11:55:24 PM
PSAS Raiden is based heavily off of Rising Raiden.
90  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox, To Maya, and BACK! on: April 25, 2014, 03:49:23 PM
That's because it's still not done yet. There's still more to do and flaws to address.
In the meantime, this.

<a href="http://www.youtube.com/watch?v=4LpGJx-Ny6o" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=4LpGJx-Ny6o</a>
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