The Mother of all Samus Hacks - New Animations! See Pg. 91 Reply #1363

Started by Gamma Ridley, July 23, 2011, 04:48:45 AM

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Would you want a sound packet made using Samus's voice from Other M?

Yes
16 (76.2%)
No
1 (4.8%)
Using voice effects from ZSS would be better and much easier
4 (19%)

Total Members Voted: 21

July 28, 2011, 12:34:28 AM #600 Last Edit: July 28, 2011, 12:47:40 AM by Gamma Ridley
Quote from: Weyard on July 28, 2011, 12:32:18 AM
The upwards shinespark has a different animation though. She's just standing straight, arms at her sides, looking up in most games.

Yeah I know. I just finished it. Kinda.

Uh

I'm gonna upload another video.

I forgot, that animation would be fine for the slanted versions.

Something I've been wondering...

Should I scale up the ball mode model to the size it is supposed to be? In the games, Ball mode is around half of Samus's height, sometimes bigger still. However in Brawl it wouldn't even reach her knees if it were sitting on the ground beside her.


Those animations look good. i mean, it looks choppy, but ingame it won't.

so yay, shinespark is one it's way =D
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Leave the morphball. It's fine as it is.

And Gamma, nice shinespark. But I thought that i'd be the up version. I'm pretty sure that all star fox characters have one animation and just rotate using PSA. Even Lucario.
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Quote from: Raikiri_Blade on July 28, 2011, 12:50:43 AM
Leave the morphball. It's fine as it is.

And Gamma, nice shinespark. But I thought that i'd be the up version. I'm pretty sure that all star fox characters have one animation and just rotate using PSA. Even Lucario.

Thanks.

Would that be possible?

It would be much easier, but... Like Weyard pointed out, her upwards Shinespark has a different animation from her sideways Shinespark. /:

the upwards shinespark does have a different animations. it does exactly that.
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Should I keep the spin? I realize that there is a spin to it in Other M, but I dunno how that will look in-game. /:

test it out ingame, and you be the verdict
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Quote from: Ultraxwing on July 28, 2011, 12:57:07 AM
test it out ingame, and you be the verdict

Well, since it doesn't move Samus, it will look weird with or without the spin.

Someone would have to program it so that it actually moves her and actually works.

So I think I'll wait until that happens.


okay. someone's going to make the dash animation her hyper run thingy... how are you going to do that wihtout taking up so much room? (well making her orange isn't all that bad i guess.
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Gamma's side Shine sparks are already perfect as far as I'm concerned.

Does the upwards shinespark spin her in every game??

-

I'm not going to be able to change the jetpack things on Samus's back as much as I wanted.
I've thought about it and there is no way I could get them accurate.

On Other M, they are two small thin rocket things, while on Brawl's model they look like jet engines. They are also closer together in other M.
They are not separate elements from the rest of her back, so I could either, select them with the square selector and ruin the front of her chest in the process. Forcing me to go back and redo her chest afterwards.
Or move them one vertices at a time, taking several hours and I would still be unable to line them up.

It would also throw off the jet gfx present during her jumps, which would have to be realigned in psa, leading to an hour or two of trial and error until they line up.

I'm going to make them thinner and angle the top of her back down slightly. But that's as far as I can take them.

It doesn't need to be 100% accurate until they get the .dae model importer finished. then vertexing will be a thing of the past unfortunetely.

i mean, it's going to be sad to see it go, but Brawl will no longer need kitbashed models.

so make this the most epic thing it has ever been for samus. cause i'm going to import her Prime outfits...

and defenitely the Darksamus model will be imported.

but for now, Vertexing is the best thing EVER!!
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