If Jeff's right shoulder is ANYTHING like Lyn's or Sonic's, I have an easy solution for you.
1. Extract the animation you want to use.
2. Open it in a seperate Brawlbox Process.
3.Look for RShoulderJ and RshoulderN in the bone animations.
4. Erase RShoulderJ and rename RShoulderN to RShoulderJ.
5. Save and close Brawlbox.
6. Test, Translate, and Adjust if Needed
7. ?????
8. Profit.
Actually the way iv been working around it is
-Fix the proportions as usual
-Select RShoulderJ
-Subtract 180 from the x axis. This is supposed to fix Jeff's arm rotation problem but it doesnt. The arm is still too high up, usually going through his ear or jaw. Adjust it manually to the position it should be in
-Then (using the copy/paste on the bottom right of the screen) copy that Bone's rotations.
-Paste into each frame. Im not sure exactly what this does, but it works. Apparently it rotates the Bone to the pasted position but keeps the overall movement in mind
-Play the animation on loop and correct any flowing problems. Occasionally there will be a frame that jerks in place for some reason. Just delete it and insert in its place. Thats how i made the Wait1, JumpF, JumpB, and Run animations that i uploaded earlier in the thread.
I assume thats the same way Cuckoos/Wiikness is doing them too. Unless hes still subtracting and correcting them manually. If your method is better though we should use it instead.
Yeah, thats what i was hoping for too. Probably the easiest way of doing it is make him spawn a textured Raygun/SuperScope in his hand during the animation, then make hitboxes in front of him with the Coin Flag on them, then obliterate the Raygun/SuperScope as the animation ends. That way if the hitbox connects it would look like a bunch of coins hitting the opponent.
Damage-wise it should hit them about 5-10 times fast doing maybe 1-2 damage a hit and staggering them throughout the entire duration of the attack. It shouldnt have any knockback though, just keep it as a damaging move.
Yeah, thats what i was hoping for too. Probably the easiest way of doing it is make him spawn a textured Raygun/SuperScope in his hand during the animation, then make hitboxes in front of him with the Coin Flag on them, then obliterate the Raygun/SuperScope as the animation ends. That way if the hitbox connects it would look like a bunch of coins hitting the opponent.
Damage-wise it should hit them about 5-10 times fast doing maybe 1-2 damage a hit and staggering them throughout the entire duration of the attack. It shouldnt have any knockback though, just keep it as a damaging move.