|
|
 |
« on: August 07, 2010, 10:19:52 AM » |
|
ok so the problem is when you walk/run, or roll in the game, the point of origin is supposed to take on the new coordinates at the end of the animation... but it dosn't and the char snaps back to the original position and just replays the animation without giong anywhere... how do I fix that??
note: dashing and jumping work fine
|
|
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #1 on: August 07, 2010, 11:33:12 AM » |
|
anyone?? ;_;
|
|
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #2 on: August 07, 2010, 11:48:25 AM » |
|
I was reading som'in about the TransN bone... if it's not working it could give issues.
|
|
|
|
|
Logged
|
|
|
|
|
|
|
|
|
 |
« Reply #4 on: August 07, 2010, 12:45:47 PM » |
|
I see... yea... it is an import... I guess I just have to change the names accordingly:
Pachirisu | Origin
to:
TopN | TransN
and work from there?
EDIT: 1 Q
can I add animations to the logic with the current software?? I want it to work 2 animations with 1 command eg: Wait1 (original) Wait1_P (custom)
|
|
|
|
« Last Edit: August 07, 2010, 12:48:35 PM by Tcll »
|
Logged
|
|
|
|
|
|
|
 |
« Reply #5 on: August 07, 2010, 05:11:26 PM » |
|
umm i don't know much about imports so just read the link i gave you... can I add animations to the logic with the current software?? I want it to work 2 animations with 1 command eg: Wait1 (original) Wait1_P (custom)
im guessing "add animation to the logic with the current software" means you want to add an extra animation, which you use brawlbox for....just simply add it. And make one command do 2 animations at once. you can make the animation happen directly after by just putting a change subaction using psa. Make it change to "NONE" subaction( i guess you would call an enum?). change none to the animation you want(exact spelling) and put an allow interrupt at the beginning.
|
|
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #6 on: August 07, 2010, 06:06:13 PM » |
|
you understand what I'm trying to do right?? the 2 animations crontrol differant bone sets one bone set per model eg: Wait1 controls Pikachu Wait1_P controls Pachirisu see what I'm getting at... so those dir's you gave me will allow me to do that?? I've never used PSA before... so I don't know  I just really want this to work...
|
|
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #7 on: August 07, 2010, 06:28:06 PM » |
|
no idea what Pachirisu is...but that doesn't matter. If Pachirisu is pikachu's article then you can choose which animation plays, while playing the current animation. you cannot control animations of opponents(as far as i know).
basically you can choose article animations and play them the same time as pikachu's animation with one button(subaction basically) through psa
i think i understood right?
|
|
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #8 on: August 07, 2010, 06:42:12 PM » |
|
I mean I'm trying to make it so I don't have Pikachu stuck in his T-pose while Pachirisu gets the animation
if you don't know, the Wait animations are the standing "idle" animations...
I'm not really talking about opponents... I'm talking about: well
Wait1 has all of Pikachu's bones and none of Pachirisu's while Wait1_P has just the opposite, and is a differant length in frames... how would I get them both to play to control both chars... (not literally with the controller) I mean, have the computer as Pachirisu while you're Pikachu...
|
|
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #9 on: August 07, 2010, 06:53:10 PM » |
|
o you mean like the iceclimbers?
This is what i (hopefully) understand:
pikachu is the main character still. Pachirisu is kinda like an article(model) that you imported that goes over one of pikachu's article. Wait 1 is for pikachu. wait_P is for pachirisu. Well since waiting is automatic, in psa for wait 1 put a "set article" action at the beginning. then whenever pikachu is doing his waiting animation, so is pachirisu. Pachirisu wouldn't technically be a computer.Who is it over?
|
|
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #10 on: August 07, 2010, 06:56:47 PM » |
|
P1 = Pikachu P2 = Pachirisu that's what I mean  however, that will help me with another planned char 
|
|
|
|
« Last Edit: August 07, 2010, 06:58:33 PM by Tcll »
|
Logged
|
|
|
|
|
|
|
 |
« Reply #11 on: August 07, 2010, 06:57:51 PM » |
|
you lost me....0.o....you can't control other players or cpu at all...
|
|
|
|
|
Logged
|
|
|
|
|
|
|
 |
« Reply #12 on: August 07, 2010, 07:04:41 PM » |
|
let me start over... P1 = Pikachu P2 = Pachirisu in FitPikachuMotionEtc.pac there is Wait1.chr0 (this controls only Pikachu's bones, NOT Pachirisu's) Wait1_P.chr0 (this controles only Pachirisu's bones, and has a differant framelength) I don't want Pikachu to be in his T-pose while Pachirisu gets to be animated... how do I go about editing the logic to play both animations 
|
|
|
|
« Last Edit: June 05, 2022, 02:29:50 PM by DarkPikachu »
|
Logged
|
|
|
|
|
|
|
 |
« Reply #13 on: August 07, 2010, 07:11:52 PM » |
|
I think I see where ur going. Are your trying to have both pikachu and pachirisu on the same character?
|
|
|
|
|
Logged
|
I DO NOT take requests, I make what I want to make
|
|
|
|
|
|
 |
« Reply #14 on: August 07, 2010, 07:14:09 PM » |
|
I think I see where ur going. Are your trying to have both pikachu and pachirisu on the same character?
yes
|
|
|
|
|
Logged
|
|
|
|
|
|