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« Reply #5925 on: January 04, 2012, 03:07:10 PM » |
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have already asked him @Sdo0m i got a idea for Scouter and what we can do so Scouter get its own Bone we can use mouth bone to that (rename it) move the bone to the Scouter add Scouter to all vegeta models resize the Scouter 0.0 on all animations but over 9000 one that also mean month can´t be opened for vegeta so it will be easyer to animte it and not needed to be over Gun if not you got a other plan for scouter since i think it will be alittle hard even for you to animte something there is sitting on a Bone (lets say sitting on HaveN bone) and get a scouter to be on Head while sitting on haveN bone until he take the scouter off and crush it Nah don't use the mouth bone. I want to make animations involving the mouth bone moving.
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« Reply #5926 on: January 04, 2012, 03:22:50 PM » |
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Why not use Wolf's tail?
Vegeta clearly isn't using it, so use that for the scouter.
Also, is there a way to make the scouter screen transparent? That would be cool to have.
@SDoom: (This is because what you answered before wasn't relevant or didn't help to my situation. So I'm going to re-explain it so you could maybe understand it better?)
1. Yes you told me how to cancel a move into a landing frame. But that's for the generic landing. I have a specific one (like the landing for an aerial Falcon Kick) that i'd like to use. How can I get my special to cancel into my specific landing animation once they hit the ground?
2. But what about Pit's EscapeB? It doesn't move along the x-axis yet it can still phase through people. Is there some sort of body collision or something that can allow my character to phase through another character?
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By the way, I think every active hacker in this forum could use less distractions.
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« Reply #5927 on: January 04, 2012, 03:31:47 PM » |
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Why not use Wolf's tail? Vegeta clearly isn't using it, so use that for the scouter. Also, is there a way to make the scouter screen transparent? That would be cool to have. @SDoom: (This is because what you answered before wasn't relevant or didn't help to my situation. So I'm going to re-explain it so you could maybe understand it better?) 1. Yes you told me how to cancel a move into a landing frame. But that's for the generic landing. I have a specific one (like the landing for an aerial Falcon Kick) that i'd like to use. How can I get my special to cancel into my specific landing animation once they hit the ground? 2. But what about Pit's EscapeB? It doesn't move along the x-axis yet it can still phase through people. Is there some sort of body collision or something that can allow my character to phase through another character? i prefer not to edit the Bone IDs so the model still can be oneslot and i think if i do maybe Sdo0m can thing of something for the scouter then he start on the over 9000 taunt
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #5928 on: January 04, 2012, 03:35:48 PM » |
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coughblastercough
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« Reply #5929 on: January 04, 2012, 03:48:56 PM » |
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coughblastercough we know that the problem is animte the blaster and what bone it can sit on and that stuff if we not do Scouter a part of Vegeta model
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #5930 on: January 04, 2012, 03:59:11 PM » |
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1. Yes you told me how to cancel a move into a landing frame. But that's for the generic landing. I have a specific one (like the landing for an aerial Falcon Kick) that i'd like to use. How can I get my special to cancel into my specific landing animation once they hit the ground?
2. But what about Pit's EscapeB? It doesn't move along the x-axis yet it can still phase through people. Is there some sort of body collision or something that can allow my character to phase through another character?
1) Even easier. In the air subaction, use:
Set Loop Infinite If: On Ground Change Subaction: special landing End If Synch Timer: 1 Execute Loop
And in the landing subaction, put:
Set Air Ground: 6 Set Edge Slide: 2 Character Momentum: 1-0 1-0 1-1 1-1
2) The phasing is probably due to the intangibility. Since the intangible state makes it so that you can't be in any sort of hitlag.
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« Reply #5931 on: January 04, 2012, 04:10:35 PM » |
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Ok, thanks.
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By the way, I think every active hacker in this forum could use less distractions.
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« Reply #5932 on: January 05, 2012, 08:05:41 AM » |
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saiyan saga Vegeta(model,rigging wise) is done now just get the dmg face/metaltexture and that stuff to work make a Version of that vegeta with Tail at tail bones instead of around waist but im waiting for Dot with his UV editing on the new armor so i will try to vertex beyond´s vegeta to buu saga now and after that i will send all these models with edited SSJ head/hair so they can use the model changer for Wolf´s PSA so you can use it for PSAing if that dont got we needing to do the method as i did with Goku for SSJ mode but that means no dmg/blinking face and mouth can´t be moved (SSJ mode model over wolf´s gun)
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« Last Edit: January 05, 2012, 08:09:09 AM by MarioDK »
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #5933 on: January 05, 2012, 08:08:25 AM » |
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As much as I don't like DB GT, one of his alternate costumes should His original GT appearance.. That is when GT starting, after when Vegeta fight he cut the mustache :
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« Reply #5934 on: January 05, 2012, 09:33:56 AM » |
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... 3DS Friend Code: 5284-2093-8448 PM if you add?
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« Reply #5935 on: January 05, 2012, 09:40:47 AM » |
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awesome now just send the .max back to me and im making the tail at tail bones version
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #5936 on: January 05, 2012, 09:46:26 AM » |
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wow you guys are moving along fast
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« Reply #5937 on: January 05, 2012, 09:47:55 AM » |
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Awesome work on the texture brah!
Been working on the smash attack animations. F Smash looks like the Tiger Knee lol
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