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Author Topic: ~PROFESSOR LAYTON [Another puzzle solved!]~  (Read 68348 times)
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Aether
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    « Reply #90 on: November 14, 2010, 04:15:45 PM »


    Could someone link me to it then? I found its thread on smashboards and all i saw was the preview one.

    **EDIT**
    Nevermind, someone already sent me it. Thanks
    « Last Edit: November 14, 2010, 04:40:21 PM by Aether » Logged


    cuckoos
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    « Reply #91 on: November 14, 2010, 06:56:54 PM »


    Wait1, WaitItem, WalkBrake, WalkFast, WalkMiddle, and WalkSlow animations are all complete!

    His run animation is going to be tedious to do, because Sonic's run animation works strange on Layton's model.
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    Aether
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    « Reply #92 on: November 14, 2010, 07:31:03 PM »


    Try Ganondorf's run and walk. Thats more like his anyway.
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    cuckoos
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    « Reply #93 on: November 14, 2010, 07:48:07 PM »


    That's the problem. If I do go with Ganondorf's run animation, which I really want to do, I have to subtract 180 from every keyframe, which is incredibly tedious to do.
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    Aether
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    « Reply #94 on: November 16, 2010, 06:00:37 PM »


    Tedious, but Ganon's looks the best for him.

    *Bump*
    Teetering on the edge of the first page lol
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    cuckoos
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    « Reply #95 on: November 17, 2010, 03:01:17 PM »


    I'm annoyed with this running animation. I've been trying to fix it throughout the entire weekend, but Layton's RShoulderJ likes being difficult. Once I'm finished his running animations, however, it'll be smooth sailing.
    « Last Edit: November 18, 2010, 06:23:01 PM by wiikness » Logged

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    « Reply #96 on: November 17, 2010, 05:56:17 PM »


    ill mess around with a few character's run animations on jeff tonight. If any of them work good ill fix it up and post it here.

    Atleast his actual attacks wil be easily made when we get past this.

    *EDIT*
     Im srs here
    And im done with that. Seriously.....
    Spent about an hour fixing up Ganon's run. Had the proportions fixed, had the hipN fixed then went in to fix his arms and WHAT THE CRAP?
    Someone has to be mistaken about the arm rotations. I subtract -180 from X axis and the arm is still way up in the air. I figured it would fix after a few frames but it wont. You have to subtract from Y axis too or something....
    Iv always blamed Sakurai for all of Brawl's faults but it really lies with the designers and programmers. WHY ON EARTH would they intentionally (or accidentally) rotate a model's arm during production. If it were just a simple mistake they would have corrected it before starting animations. But no, they kept the stupid mistake and now anyone who wants something better has to suffer for it
    Im srs here

    Guess we're both annoyed with it now : /

    :endrant:

    Anyway tomorrow im going to try and make a run animation from scratch. Correcting the arms is just ridiculous and a waste of time. In the time it takes to correct a 20+ frame animation you could have just as easily made a few key frames and inserted between them. Even more so with the new brawlbox.




    « Last Edit: November 17, 2010, 07:33:15 PM by Aether » Logged


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    « Reply #97 on: November 17, 2010, 09:04:42 PM »


    I'll try and port Ganon's run again tomorrow. After we're done all of the running/idle animations, it'll be time to start working on his neutrals
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    Aether
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    « Reply #98 on: November 18, 2010, 10:57:26 AM »


    WAIT.
    I got it.
    http://fc07.deviantart.net/fs71/f/2010/322/9/c/layton_run_by_aetherech0s-d333lb9.rar

    Ganon's Run with Jeff's proportions, hipN fixed and arm rotation fixed


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    « Reply #99 on: November 18, 2010, 05:31:44 PM »


    These animation glitches are fairly simple. I could help with ported animations if you don't mind.
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    « Reply #100 on: November 18, 2010, 06:11:33 PM »


    Dash, Run, and RunBrake are finished! Exactly 35 animations are left until we can start actual attacks. Most of these animations will be borrowed from Sonic, so expect some faster progress!

    Quote
    These animation glitches are fairly simple. I could help with ported animations if you don't mind.
    That'd be great. I've linked to the download to Jeff's model somewhere in the thread if you'd like to get started on a few animations. If you can't find the link, I'll send it to you.
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    « Reply #101 on: November 18, 2010, 06:12:36 PM »


    Dash, Run, and RunBrake are finished! Exactly 35 animations are left until we can start actual attacks. Most of these animations will be borrowed from Sonic, so expect some faster progress!

    This sounds good man I can't wait to see new screenshots and hopefully a video soon.
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    « Reply #102 on: November 18, 2010, 06:17:05 PM »


    Can I get his proportions? Its kinda hard to do it without them. Tongue
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    « Reply #103 on: November 18, 2010, 06:20:34 PM »


    Dash, Run, and RunBrake are finished! Exactly 35 animations are left until we can start actual attacks. Most of these animations will be borrowed from Sonic, so expect some faster progress!


    This sounds good man I can't wait to see new screenshots and hopefully a video soon.

    I wish I could make a video of this. I don't have a capture card though :U

    Can I get his proportions? Its kinda hard to do it without them. Tongue

    Dingo actually made a video on how to give characters their correct proportions when animation swapping:
    <a href="http://www.youtube.com/watch?v=0GkQPD9t2hc" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=0GkQPD9t2hc</a>

    In case you were referring to the proportions of Layton, he has the exact same proportions as Jeff, so there shouldn't be much of a problem.
    « Last Edit: November 18, 2010, 06:21:35 PM by wiikness » Logged

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    « Reply #104 on: November 18, 2010, 06:23:39 PM »


    This would've been finished alot quicker if it were made on a regular character, I think he could've worked on Pokemon Trainer.
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