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« Reply #226 on: December 13, 2011, 05:23:33 PM » |
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if u send me the .max file with everything done, i'll do the fingers ^^
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« Reply #227 on: December 13, 2011, 05:48:31 PM » |
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if u send me the .max file with everything done, i'll do the fingers ^^
Will be done sometime tomorrow then
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« Reply #228 on: December 13, 2011, 08:30:24 PM » |
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God I love I love this thing, it interested me so much as a kid, I even made an exact replica with legeos Though to be fair the words "Flying Machine" would have to interest any kid Anyway these aren't being released on the vault yet, so you on lookers, creepers, and posters get these early. Why? Becuse they still need a little work
First up is a stage, now this is almost 100% complete, but the flutters collisions need some slight adjustment, nothing noticeable unless paused and zoomed though, and there's an issue with the pokemon trainer, one gets suck in a T-Pose till he gets hit when your first start Now this isn't a stage dedicated to the flutter, but more of an alternate version of my "The Tower" stage, taking away that pure Final D. Stage feelDownload: http://www.mediafire.com/?6vad9uj02zes57m
Next is something I forgot to include with my Volnutt V3, his final smash Though for some reason even though I edit the collisions in Brawlbox, they don't change in-game =.=Download: http://www.mediafire.com/?9hd08q5t92as3gq
And for fun, the two as one
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« Last Edit: December 13, 2011, 08:32:02 PM by Jolly Pervy »
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« Reply #229 on: December 14, 2011, 03:42:25 AM » |
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that FS looks pretty cool xDD
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« Reply #230 on: December 14, 2011, 03:47:52 PM » |
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ShaBAM! I think I just made a discovery that'll make finish Volnutt MUCH easier ^_^ For one I started looking into his official art for his Armour design and leaned a coll trick for his fingers. there armored, and his design is made to show itHis fingers are shaped as cylinders as shown here, and have his famous "Ball joints" in the slots where the fingers would bend, this thumb however is slightly different, but overall the same. His arm is also shaped differently than my current model, and front he looks of it, it should result in a better look when bending.
I've also been heavily studying volnutt himself and the bones he's rigged to, and the way he bends, fox bends, and people bend, and I came to this conclusion. It's [censored]ed I am unable to change the rig much on his arms without actually completely redoing them, and by that I mean literately remaking them. Fox's bone's don't support the "Amoured" design Volnutt uses, so whatever I cook up next may be the literal best he can be made.
That is all, Just don't want you guys to be disipointed when I redo the V3 and he's not much better :'(Also, I'll have that Rayman over Sonic model to you in about an hour Jokekid
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« Reply #231 on: December 14, 2011, 03:53:41 PM » |
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So, your not improving V3, but making a whole new rig?
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« Reply #232 on: December 14, 2011, 03:55:30 PM » |
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So, your not improving V3, but making a whole new rig?
No I'm improving him, Just alternating his model some in hopes he fit's the bone better, because he's about as his best right now. In a sense, it'll be a V4
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« Reply #233 on: December 14, 2011, 09:29:16 PM » |
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Yup, I'll be giving you Roll from Megaman Powered Up. Hopefully I'm not late with it o-o Now who to put over... I'm thinking Ness
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« Reply #234 on: December 15, 2011, 07:10:42 AM » |
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Wow,we will have Rayman over Sonic!? EPICLY AWESOME! I don't use Sonic Will it be the PSA model,so we can put the final PSA over him?
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« Reply #235 on: December 15, 2011, 07:22:07 AM » |
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its just the rayman model rigged over sonic
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« Reply #236 on: December 15, 2011, 10:35:48 AM » |
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Hmmm....
I've looked your Rayman you send me. I think i can't make the animation when he do the basketball with his body.
After i've see the helicopter and the hair of the face normal was rattached on the same animation.
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« Reply #237 on: December 15, 2011, 10:37:59 AM » |
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Hmmm....
I've looked your Rayman you send me. I think i can't make the animation when he do the basketball with his body.
After i've see the helicopter and the hair of the face normal was rattached on the same animation.
Why not? The ball body should exists as it's own bone separate from the rest of the body. ANd I'm not sure what your saying about the hair, but you should be able to shrink the normal hair to replace it with the helihair
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« Reply #238 on: December 15, 2011, 10:45:18 AM » |
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No. I know the ball body got his own bone. But the problem it's about the body normal, if you scale to 0, the hand and head will be affect too.
And for the hair, i'm talking about they attached on the same bone (HatN). So if i scale to 0 the bone HatN for delete the normal hair, the helicopter hat dissapear too.
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« Reply #239 on: December 15, 2011, 10:48:31 AM » |
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No. I know the ball body got his own bone. But the problem it's about the body normal, if you scale to 0, the hand and head will be affect too.
And for the hair, i'm talking about they attached on the same bone (HatN). So if i scale to 0 the bone HatN for delete the normal hair, the helicopter hat dissapear too.
Crap, I can fix that first issue, by making it the last bone on the list, but the hair and stuff is a different matter. The helihair shrinks because it's atop the hair bone, it can be unsrunk two, but it takes alot of work. If your fine with it send me the motion and fitcharacter.pac (Not 00) and I'll make the ball body and helihair GFX's
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