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Author Topic: Official *Project Zero* Thread (STILL NOW HIRING) (ACT NOW!)  (Read 50897 times)
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Nuke
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    « Reply #105 on: January 19, 2011, 11:47:04 AM »


    I just saw them... not impressed

    Mr. Shyguy...  I see what you did there ...

    YOUR IN! Awesome Face
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    « Reply #106 on: January 20, 2011, 05:49:22 PM »


    Are you guys still looking for animators? 'Cause I can help you guys out with that. I've been working more and more on animations recently. I know my low post count probably doesn't help my case any, but I want to help out with this project any way I can. If you want me to PM you guys a couple of anims I did, then I definitely can.

    BTW, does the model you're using still have the odd TvC bone structure that was in the Zero Community Project download, or have you changed the bones in the Zero model? Just wondering.
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    « Reply #107 on: January 20, 2011, 06:01:59 PM »


    Hmm velen should be able to answer your question on the bones... As far as the animation.. send me a demo Smiley
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    « Reply #108 on: January 20, 2011, 07:36:43 PM »


    Nuke, check your pm's. Velen, if you want a copy I'll send it to you too.

    Funny thing happened, though...When I opened up another animation I was going to send to make sure that everything was good, it was completely wrecked. Like, bones were going where they weren't supposed to and the animation imploded at the end. Fortunately the first anim didn't do that and I backed it up. That's what I sent off to you (fortunately).

    Fortunately for me I have a 3/4 finished copy of the bad animation and I remember what I had done for it, so I'll try and fix it so I can send it to you too. Sorry about that...
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    « Reply #109 on: January 20, 2011, 07:58:52 PM »


    Nuke, check your pm's. Velen, if you want a copy I'll send it to you too.

    Funny thing happened, though...When I opened up another animation I was going to send to make sure that everything was good, it was completely wrecked. Like, bones were going where they weren't supposed to and the animation imploded at the end. Fortunately the first anim didn't do that and I backed it up. That's what I sent off to you (fortunately).

    Fortunately for me I have a 3/4 finished copy of the bad animation and I remember what I had done for it, so I'll try and fix it so I can send it to you too. Sorry about that...

    It probably happened due to interpolation spikes. The easiest way to fix these spikes is comparing the difference between the rotations on the bones between the two frames. If the difference is 100-150+, then check the former of the two keyframes, look at it's rotations, then find the next least or next greatest number that makes the position on the latter keyframe the same.

    Same thing happens with Zero's animations when I animate him. Things will sometimes go all over the place, and fixing them is sometimes as simple as subtracting or adding a couple hundred degrees.
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    « Reply #110 on: January 20, 2011, 09:55:56 PM »


    Nuke, check your pm's. Velen, if you want a copy I'll send it to you too.

    Funny thing happened, though...When I opened up another animation I was going to send to make sure that everything was good, it was completely wrecked. Like, bones were going where they weren't supposed to and the animation imploded at the end. Fortunately the first anim didn't do that and I backed it up. That's what I sent off to you (fortunately).

    Fortunately for me I have a 3/4 finished copy of the bad animation and I remember what I had done for it, so I'll try and fix it so I can send it to you too. Sorry about that...

    It probably happened due to interpolation spikes. The easiest way to fix these spikes is comparing the difference between the rotations on the bones between the two frames. If the difference is 100-150+, then check the former of the two keyframes, look at it's rotations, then find the next least or next greatest number that makes the position on the latter keyframe the same.

    Same thing happens with Zero's animations when I animate him. Things will sometimes go all over the place, and fixing them is sometimes as simple as subtracting or adding a couple hundred degrees.

    Well, I've had to deal with the interpolation problem before, and it definitely wasn't that. Comparing what i had before to what I re-did, I cut a few corners before that I shouldn't have before and the animation came out way better.

    Anyway, check your pm's. I'm uploading the second animation.
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    « Reply #111 on: January 23, 2011, 03:14:57 AM »


    hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?
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    « Reply #112 on: January 23, 2011, 03:22:47 AM »


    hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?

    I don't think so.  Considering that they've just done a few animations so far and still have all the PSA stuff to do as well.  Not to mention that because of the fact that this is a model import they need to do loads of glitch fixing too.
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    « Reply #113 on: January 23, 2011, 03:27:30 AM »


    hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?

    I don't think so.  Considering that they've just done a few animations so far and still have all the PSA stuff to do as well.  Not to mention that because of the fact that this is a model import they need to do loads of glitch fixing too.

    Problem is, we don't know if Zero has any notable glitches yet.

    However, once everyone has finished enough animations for an Alpha, we'll need to go through and delete unnecessary keyframes, cause the new BrawlBox's Clean feature is faulty and doesn't work anymore.
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    « Reply #114 on: January 23, 2011, 03:46:23 AM »


    hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?

    I don't think so.  Considering that they've just done a few animations so far and still have all the PSA stuff to do as well.  Not to mention that because of the fact that this is a model import they need to do loads of glitch fixing too.

    Problem is, we don't know if Zero has any notable glitches yet.

    However, once everyone has finished enough animations for an Alpha, we'll need to go through and delete unnecessary keyframes, cause the new BrawlBox's Clean feature is faulty and doesn't work anymore.

    I never noticed that "Clean" option.  Does it literally remove loads of unnecessary key frames (so say if I copied and pasted an animation directly, would it delete any unneeded scale and translation key frames etc?)
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    « Reply #115 on: January 23, 2011, 06:03:18 AM »


    Oh yes, I have a glitch fix problem for you guys. Wink
    Whenever Zero switches Wait animations, ((e.g: Going from Wait 1 to wait 2)) a texture glitch shows up for one second, with stretched EXTREMELY stretched polygons.

    To fix this, you have to change Zero's texture 'Types.'

    I'm not sure what the type of texture it SHOULD be, but first try Link's texture type on Zero's textures types, and lets see what happens.
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    « Reply #116 on: January 23, 2011, 12:30:24 PM »


    hey btw on the front page when it says the percentage complete, is that talking about the total project? so its 20% done from being released?

    I don't think so.  Considering that they've just done a few animations so far and still have all the PSA stuff to do as well.  Not to mention that because of the fact that this is a model import they need to do loads of glitch fixing too.

    Problem is, we don't know if Zero has any notable glitches yet.

    However, once everyone has finished enough animations for an Alpha, we'll need to go through and delete unnecessary keyframes, cause the new BrawlBox's Clean feature is faulty and doesn't work anymore.

    I never noticed that "Clean" option.  Does it literally remove loads of unnecessary key frames (so say if I copied and pasted an animation directly, would it delete any unneeded scale and translation key frames etc?)

    It does so in V0.62B, but in later versions, it doesn't work.

    That's exactly what it does.
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    « Reply #117 on: January 29, 2011, 06:27:09 PM »


    I see there havent been any posts in quite a while now.  everything going okay with the project?
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    Back to normal.

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    « Reply #118 on: February 10, 2011, 12:18:35 PM »


    Is this project going to be completed?
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    « Reply #119 on: February 11, 2011, 07:39:30 AM »


    Well they havent posted in a really long time but im sure they have been working hard. I hope =\
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