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Author Topic: animation problem... (walk, run, and roll)  (Read 6931 times)
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Scootaloo
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    « Reply #15 on: August 07, 2010, 07:23:01 PM »


    I think I see where ur going. Are your trying to have both pikachu and pachirisu on the same character?
    yes

    ename all the bones in pachirisu's file (ex. topN1) and then animate pachirisu under wait1.chr0 that way the animation finds pachirisus bones and animates them without affecting pikachu's bones.

    marioking64DS did that for my 02 so meta's wings would animate properly

    « Last Edit: August 07, 2010, 09:52:49 PM by fireking220 » Logged

    Scootaloo . says
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    TheShyGuy
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    « Reply #16 on: August 07, 2010, 07:23:49 PM »


    ok...
    so P1 and P2 doesn't stand for player

    pachi is an article. articles have animations. You can control article animations and have them play the same time as pikachu's animation.  You cannot have articles play any of pikachu's animations that are in his motion arc..

    edit:

    put pachi over one of pikachu's articles and then do what i said and you be fine
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    DarkPikachu
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    « Reply #17 on: August 07, 2010, 07:33:45 PM »


    rename all the bones in pachirisu's file (ex. topN1) and then animate pachirisu under wait1.chr0 that way the animation finds pachirisus bones and animates them without affecting pikachu's bones.

    marioking64DS did that for my 02 so meta's wings would animate properly

    tried it already...
    (the framelength is differant)

    ok...
    so P1 and P2 doesn't stand for player

    pachi is an article. articles have animations. You can control article animations and have them play the same time as pikachu's animation.  You cannot have articles play any of pikachu's animations that are in his motion arc..

    edit:

    put pachi over one of pikachu's articles and then do what i said and you be fine

    fireking's more ahead of this...

    they are differant players (separate controllers)

    _________________________________________________ ______

    can someone just please tell me how to do this??
    I know you can have the logic play 2 seperate animations for controlling 2 seperate models...
    I just need to know how to do it in brawl...
    « Last Edit: August 07, 2010, 07:37:49 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

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    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

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    « Reply #18 on: August 07, 2010, 07:36:06 PM »


    i fail....

    anyways...im pretty sure you can't then...you fail

    fireking you ready to fail =p?
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    DarkPikachu
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    « Reply #19 on: August 07, 2010, 08:02:06 PM »


    aw comon fireking...
    I think you know how to solve this...
    I just want to know how to edit the logic to work better than my previous working idea
    (which is you stated below)

    it would work if both animations were the same framelength...
    but there not... so my 2nd idea is creating a new chr0 entry and adding it to an existing entry in the logic...
    but I don't know how to use PSA to do that...
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    Scootaloo
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    « Reply #20 on: August 07, 2010, 09:52:17 PM »


    i have only done this on 02 to make his wings animate properly but that was with a vertex of meta knight and was the same framelength. The only way I see currently is to animate pachirisu by hand until it matches up to pikachu's framelength or somehow create a link from the new animation in the PSA file (wait_P) to a new animation in the motion file (wait_P)  (which is what I think your talking about) You could try looking at the hex code of the PSA file and try and make a new animation properties slot (aka the wait, run, dash stuff in the PSA file) renaming the slot to wait_P then create a new animation in the motion called wait_P and they should link by themselves

    That's my logic behind it, I hope that made even a lick of sense xD
    Logged

    Scootaloo . says
    i hate the game industry in general
    King Jigglypuff says
    D:
    Epic Pervy says
    agreed
    Scootaloo . says
    i love the games
    King Jigglypuff says
    Oh.
    Scootaloo . says
    but the community is the most [censored]iest, whiniest, and antagonizing group you will ever see on the face of this [censored]in earth and millions of light years beyond it

    I DO NOT take requests, I make what I want to make

    DarkPikachu
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    « Reply #21 on: August 07, 2010, 10:36:56 PM »


    believe it or not, it did...
    (of course I'm a game developer in the works though)
    anyone got a good name for my future company !:D
    sry... gettin a little ahead of myself XD

    anyways...
    sadly... I know nothing of brawls logic...
    and I guess PSA won't do what I need it to do...
    maybe I should look at how PSA was made to get an idea...

    this sucks Sad
    « Last Edit: August 08, 2010, 07:29:49 AM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

    DarkPikachu
    Angel Kitten
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    Offline Offline

    Posts: 3069


    complexity == fun

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    « Reply #22 on: August 08, 2010, 07:26:51 PM »


    ok...
    I'm tired of searching...
    how would one go about hexing the logic??

    does anyone here know?
    Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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