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Author Topic: Ridley's Lair: Hats  (Read 312768 times)
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Gamma Ridley
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    « Reply #210 on: October 31, 2011, 08:27:40 PM »


    Sounds good. What do say we split the models? I work on Rundas, Gandrayda, and Ridley, and you can work on Samus and Dark Samus?

    And Ghor, I guess. XD
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    « Reply #211 on: October 31, 2011, 08:32:02 PM »


    Sounds good to me... It should be four even... Well now 6 for me because i got those two other models of Dark Samus xD... Someone else is working on the Dark/Light Suit samus...
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    Gamma Ridley
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    « Reply #212 on: October 31, 2011, 08:35:01 PM »


    Alrighty then.

    Also, what say you to submitting those models to the Model's Resource? They lack anything MP3 related. /:
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    « Reply #213 on: October 31, 2011, 10:12:22 PM »


    Ill let you know about submitting the models to the resource thread...

    Preview
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    Gamma Ridley
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    « Reply #214 on: November 01, 2011, 06:58:29 PM »


    Looks like the model is pretty small for you as well. XD

    She looks great. Did you have to toy with the textures as well?


    ~Stuff~


    So I've definitely decided on using Snake's boneset. Mainly because I want to try something using the bones for his bandana...

    We'll see how that turns out. /:

    As you can see, I pretty much have every bone in position making the smallest amount of changes possible. Snake and Rundas are obviously very different, so naturally it isn't his vanilla skeleton, but it doesn't really matter anyway.

    All that's left is rigging.... which I'm dreading.

    ._.
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    « Reply #215 on: November 01, 2011, 08:35:18 PM »


    Rundas looks easier at rigging then Any samus Or Dark Samus... The Shoulder pads is what's taking the longest... im still on the left side, since this afternoon... well thats in part because i was just learning to rig... but i got the hang of it and i learned some other things to you might run into... if you have any problems let me know I should be abe to help with what i know so far..
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    Gamma Ridley
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    « Reply #216 on: November 01, 2011, 08:40:38 PM »


    Well I have one thing that I simply can't get my head around:

    When rigging something, does everything have to be affected by a bone in a certain proportion?

    Let me explain:

    When I rig the model to the TopN bone, I select all the vertices and I set the weight to 1 that way it controls every vertex point. When I do that, all the vertices follow it fine.

    However, when I get to the TransN bone, I try to do the same thing, since it affects all the vertices as well. However, when I set it to 1, the TopN rigging disappears. :|

    What am I supposed to do when I get the the arms, which have multiple things going on? D:
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    Spex130
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    So very Spexcellent.

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    « Reply #217 on: November 01, 2011, 09:17:02 PM »


    Well I have one thing that I simply can't get my head around:

    When rigging something, does everything have to be affected by a bone in a certain proportion?

    Let me explain:

    When I rig the model to the TopN bone, I select all the vertices and I set the weight to 1 that way it controls every vertex point. When I do that, all the vertices follow it fine.

    However, when I get to the TransN bone, I try to do the same thing, since it affects all the vertices as well. However, when I set it to 1, the TopN rigging disappears. :|

    What am I supposed to do when I get the the arms, which have multiple things going on? D:

    Hai again. I drop in so often don't I?

    Anyway the answer to that would be a resounding NO.

    How rigging works, is that you decide what bones control what vertices right? Note that if you rig vertices in the forearm to the elbow, when you rotate the elbow bone, you'll rotate those vertices. But if you rotate the shoulder bone that isn't rigged to anything, it will rotate the elbow bone, which will also rotate the vertices connected to the elbow. The TopN doesn't have to be rigged to any vertices to work, becuase it still controls the entire model without any rigging due to bone hierarchy.

    Do it like this:

    Start BIG, then get small.

    Set the ENTIRE arm to the RshoulderJ or whatever.
    Then set the Elbow onward to the RArmJ
    Then the hand and fingers to the RHandN
    then the entire index finger to the R1stNa
    then the index finger joint to the R1stNb
    and so on for the rest of the digits.

    That method should give you a fully working arm rig.

    Also note that bones like EyeYellowN, TransN, HipN, HaveN, etc. don't actually control any vertices, and therefore don't need to be rigged. The TransN will still move the model, and the HipN will still rotate it, even if they aren't rigged to anything.


    Hope that helps.
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    Gamma Ridley
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    « Reply #218 on: November 01, 2011, 09:22:37 PM »


    Figured all that out right after I made the above post. Awesome Face


    I've already made my way to the Body bone and came out with a decent rig so far.

    I knew not to rig anything to the EyeYellow and stuff....

    But thanks anyway? XD
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    « Reply #219 on: November 01, 2011, 09:26:37 PM »


    Yeah, I'm always either too late or explaining the wrong thing...

    But yeah! Glad you figured it out!
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    Gamma Ridley
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    « Reply #220 on: November 02, 2011, 09:12:11 PM »


    But yeah! Glad you figured it out!

    As am I. =D

    Alrighty, as I said, I'm working on rigging Rundas. However, I have a physics exam in like an hour so I think I'll spend the time writing up a solid moveset.

    I should have it posted in a little bit. I'll try to get a few video examples as well.


    ~Moveset Posted~

    *Note: This moveset is written up using Mario as the standard, with a 5/10 rating being the standard*

    Weight: 7/10
    Speed: 5/10
    Air Mobility: 6/10
    Average Strength: 7/10


    ~Normal Attacks~

    A: A somewhat slow, diagonal swipe across the body. 2%, low knockback (so as to connect with the second hit)
    AA: A horizontal dual-slash in front of him, similar to Pit's Side Tilt. 3%, low but decent knockback

    Side Tilt: An upward spinning slash, hits twice. 4% on both hits, decent knockback on the second hit.

    Up Tilt: An upward-sweeping slash with both blades, comes out decently fast. 5%, low enough knockback to be useful for juggling or connecting with an aerial.

    Down Tilt: A low stab with both blades. 4%, potential to trip.

    Side Smash: A cross-chop. Comes out decently fast, similar to Falco's. 12% uncharged, good kill potential.

    Up Smash: A combination of Pit's and Ike's. Swings his first blade up and across, then finishes by a second stronger swing with his second blade. 6% for the first hit, 8% for the second hit uncharged. Good knockback on the second hit.

    Down Smash: He crouches down and spins on a pool of ice (to reduce friction, dur hur) with both blades extended. Hits three times. 4% for first two, 6% for the last hit. Slightly drags the opponent in, good knockback.

    Neutral Air: A decently fast spin, similar to Lucario's. Hits twice. 4% for both hits.

    Forward Air: Raises both arms above his head, then swings down with both and does a flip. Potential to spike. 11%

    Back Air: A simple kick. Good knockback. 9%

    Up Air: Does an upwards flip kick.Good knockback. 10%

    Down air: Similar to Ness's, shoves his leg down with force. If he connects, he bounces upward slightly. Spikes. 10%


    ~Specials~

    Neutral B (ground): Shoots a large chunk of ice. If the button is pressed twice, he shoots two. Freezes. 12%

    Neutral B (air): Automatically shoots two chunks of ice. 12%

    Side B (ground): Sends a wave of ice across the floor in front of him. If it connects, it freezes the opponent. 11%

    Side B (air): Slides quickly along a path of ice. If it connects, it does not send him into free fall. If it doesn't, he goes into free fall. Can only be used once in air regardless. 13%, good knockback.

    Down B (ground): Strikes the ground, causing to stalagmites to quickly rise from the ground. Slow, but powerful, excellent knockback. 15%

    Down B (air): Dives at the ground. Upon impact, causes to stalagmites to rise with the same effect as above.

    Up B: Similar to Squirtle's, but on a path of ice. Last's longer, goes farther, is a little faster, only hits once. 10%


    ~Final Smash~

    Cryokinesis: Rundas shoots two beams of ice into the sky, causing it to rain large ice picks. Similar in functionality to PK Starstorm... but ice.

    I would really appreciate feedback on the moveset, I'd like him to be balanced as possible.

    Especially the percentages. I have a tough time getting those right. /:

    So yeah. Thoughts?
    « Last Edit: November 02, 2011, 09:25:02 PM by Gamma Ridley » Logged


    Gamma Ridley
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    « Reply #221 on: November 02, 2011, 09:28:04 PM »


    ~RUNDUS IZ REDDY 2 BARWL~



    Awesome Face

    Just kidding.



    Did a quick test export. The other picture was just to show that the rig actually worked.

    This is going so well, it's scary. O_O

    Oh man, I got you.
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    « Reply #222 on: November 02, 2011, 09:51:52 PM »


    =O looks good... Im still rigging DarkS because i wasnt able to all day untill like an hour ago... i got the hard stuff out of the way tho... just need the legs feet and hand...
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    Gamma Ridley
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    « Reply #223 on: November 03, 2011, 10:26:27 AM »


    =O looks good... Im still rigging DarkS because i wasnt able to all day untill like an hour ago... i got the hard stuff out of the way tho... just need the legs feet and hand...

    Thanks! It is somewhat easy once you get the hang of it.

    I noticed a stray bunch of vertices that I missed though. /:

    I guess I can skip chem to fix it. Awesome Face
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    « Reply #224 on: November 03, 2011, 01:59:52 PM »


    Quality before quantity =D...
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