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Blueblur22
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« Reply #375 on: November 06, 2011, 10:14:18 PM »


a megaman import would go perfect with EY's megaman psa
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« Reply #376 on: November 07, 2011, 08:55:52 AM »


Only 4 votes for Kratos Sad Though hopefully there is someone out there who knows how to rip the models with the textures from God of War 2. God Armour Kratos would be insane Cheesy (unless the PS3 version of Kratos can be used, then that would be INSANE)

I suggest doing a character from a franchise that has yet to be done in a brawl hack. Or a game-exclusive character (such as Shade the Echidna)
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    « Reply #377 on: November 07, 2011, 08:59:21 AM »


    I suggest doing a character from a franchise that has yet to be done in a brawl hack. Or a game-exclusive character (such as Shade the Echidna

    Sonic Chronicles su...
    *shot*
    She could be interesting.
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    « Reply #378 on: November 07, 2011, 11:46:01 AM »


    Hey beyond how do you fix the lighting for model imports
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    « Reply #379 on: November 07, 2011, 01:03:56 PM »


    I think I'll go ahead and point out the animation problems Zero has based on my experience in Brawlbox:

    - Zero's finger bones aren't symmetrically placed or weighted. This makes them end up looking a bit weird when they are bent, cause they curve rather than moving like Link's hands would.

    -Zero's thumb bones need to be re-rigged and properly rigged. To clarify what I mean:
     = The 1st thumb bone should be placed at the knuckle, and the second bone further down so it bends properly. As it stands, the thumb just curves and flattens out and it's really noticeable.

    - The legs for the mode part are fine, but the way they bend doesn't look natural for Zero's anatomy The bones should be placed where the silver joint going into the black of the legs.

    -This may or may not be a bone issue, but when posing in BB, I deleted a keyframe on the head bone and it affected the bust bone as well. I'm not sure it's a bone problem, but I thought I should mention it.

    - A second or third bone for increasing the flexibility of the Z-Saber would be nice, for the Zero PSA at least.

    That's about it. Other than the things I have mentioned. You did a wonderful job on Zero.
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    « Reply #380 on: November 07, 2011, 01:06:49 PM »


    Fingers look like a pain in the ass to rig, and they're hardly noticeable unless they're the rigging is grotesque (which it isn't) or you constantly zoom in (which is a waste of time).  Not to mention animators can quite easily work around these kinds of problems.  Tekkaman Blade has a couple of rigging flaws on his fingers and knees as well, but it's easy to just translate them on key frames to make it look more normal.
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    « Reply #381 on: November 07, 2011, 01:23:24 PM »


    Fingers look like a pain in the ass to rig, and they're hardly noticeable unless they're the rigging is grotesque (which it isn't) or you constantly zoom in (which is a waste of time).  Not to mention animators can quite easily work around these kinds of problems.  Tekkaman Blade has a couple of rigging flaws on his fingers and knees as well, but it's easy to just translate them on key frames to make it look more normal.
    totally right ppl cant even see the finger with brawl camera  unless you pause all the time and zoom in
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    « Reply #382 on: November 07, 2011, 01:28:52 PM »


    Fingers look like a pain in the ass to rig, and they're hardly noticeable unless they're the rigging is grotesque (which it isn't) or you constantly zoom in (which is a waste of time).  Not to mention animators can quite easily work around these kinds of problems.  Tekkaman Blade has a couple of rigging flaws on his fingers and knees as well, but it's easy to just translate them on key frames to make it look more normal.

    Explain how translations will fix the thumbs?

    My main problem with these is that when you make the screenshots the effects of the bones will be more apparent..and what will be done about the Z-Saber's need for flexibility?
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    « Reply #383 on: November 07, 2011, 02:10:55 PM »


    Explain how translations will fix the thumbs?

    My main problem with these is that when you make the screenshots the effects of the bones will be more apparent..and what will be done about the Z-Saber's need for flexibility?

    Why not try rigging yourself before lambasting someone else's rig? It's not that easy to rig a character to a different boneset you know.
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    « Reply #384 on: November 07, 2011, 02:34:35 PM »


    Explain how translations will fix the thumbs?

    Easily.  Translating the bone will correct the position of the thumb.  I thought this was obvious.  That's the whole point of translating.


    My main problem with these is that when you make the screenshots the effects of the bones will be more apparent..and what will be done about the Z-Saber's need for flexibility?

    ...This Z Saber would require additional bones that would need to be animated for a lot of the animations.  I certainly am not doing it, since I'm using a graphic for the Z Saber for the PSA instead of the included sword.
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    « Reply #385 on: November 07, 2011, 02:35:22 PM »


    Why not try rigging yourself before lambasting someone else's rig? It's not that easy to rig a character to a different boneset you know.

    this, remember ur not rigging from 0, u cant make ur ow bones and make it all fit perfectly... its kinda hard to make the whole body line up with the bones, and if he did that to zero, his body proportions would probably be weird... since zero's torso is rather small compared with the legs...
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    « Reply #386 on: November 07, 2011, 02:41:54 PM »


    Explain how translations will fix the thumbs?

    My main problem with these is that when you make the screenshots the effects of the bones will be more apparent..and what will be done about the Z-Saber's need for flexibility?
    Velen... you need to try rigging urself mate... not every model lines up perfectly with the bones, more especially the fingers, any fingers i ran across for bonesets i have dont line up at all, and its rather difficult to get the fingers perfect on the weights
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    « Reply #387 on: November 07, 2011, 02:43:27 PM »


    Velen... you need to try rigging urself mate... not every model lines up perfectly with the bones, more especially the fingers, any fingers i ran across for bonesets i have dont line up at all, and its rather difficult to get the fingers perfect on the weights

    ^this
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    « Reply #388 on: November 07, 2011, 03:18:12 PM »


    ^this

    You only chimed in cause I called you out on your rigging job. Im srs here

    Though it is true. I should.

    -but you're telling me you can't edit the lengths between the bones in order to fix these problems?
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    « Reply #389 on: November 07, 2011, 03:28:47 PM »


    You only chimed in cause I called you out on your rigging job. Im srs here

    Though it is true. I should.

    -but you're telling me you can't edit the lengths between the bones in order to fix these problems?
    nope... ur not allowed to move the bones otherwise the animations would look messed up
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