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Author Topic: WIP Workshop  (Read 4627299 times)
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SJS
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    « Reply #14910 on: June 20, 2014, 07:02:42 PM »



    Just gotta get the metal materials and Final Smash eyes working, then she's good to go.
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    « Reply #14911 on: June 20, 2014, 07:10:44 PM »


    SJ. How are you so damn good?
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    « Reply #14912 on: June 20, 2014, 07:30:23 PM »


    SJ. How are you so damn good?
    He's so good at it because it's the only thing he knows for real.
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    « Reply #14913 on: June 20, 2014, 09:49:51 PM »



    Just gotta get the metal materials and Final Smash eyes working, then she's good to go.


    That is one awesome model right there! Grin


    Edit:

    BTW, am I going from project to project too fast? lol

    « Last Edit: June 20, 2014, 10:17:52 PM by the_randomizer » Logged

    Kyouma
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    « Reply #14914 on: June 20, 2014, 11:58:29 PM »


    Boob-- I mean, Yuuka in bg? Interesting...
    That stage is so pretty Kyouma, I love how you got so many flowers in there and Yuuka too. AWESOME 2.0!
    thanks! yep, its Yuu in the bg because this stage is technically for her and since I havent made a moveset or anything that fits Yuuka as a playable character, I will put her as a BG character meanwhile
    same for Tenshi and Iku
    I cant believe I re-imported Tenshi just to put her in the background of a stage lol




    Post Merge: June 21, 2014, 12:00:16 AM
    and one more thing:
    This explains why do I always edit the shoulders in my imports
    « Last Edit: June 21, 2014, 12:00:17 AM by Kyouma » Logged

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    « Reply #14915 on: June 21, 2014, 01:25:00 AM »


    thanks! yep, its Yuu in the bg because this stage is technically for her and since I havent made a moveset or anything that fits Yuuka as a playable character, I will put her as a BG character meanwhile
    same for Tenshi and Iku
    I cant believe I re-imported Tenshi just to put her in the background of a stage lol




    Post Merge: June 21, 2014, 12:00:16 AM
    and one more thing:
    This explains why do I always edit the shoulders in my imports
    Yep, sounds about right.  Im srs here
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    « Reply #14916 on: June 21, 2014, 10:58:34 AM »




    Not sure where to rig those two things. I originally had it on his bust, but it looked bad. I'm thinking about having half on ShoulderN and the other half on BustN.

    And his fingers not impressed frigging impossible. Sothe was much more easier than this...
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    « Reply #14917 on: June 21, 2014, 11:26:40 AM »



    Just gotta get the metal materials and Final Smash eyes working, then she's good to go.
    Love it, SJS.
    I...I like corsets...





    Not sure where to rig those two things. I originally had it on his bust, but it looked bad. I'm thinking about having half on ShoulderN and the other half on BustN.

    And his fingers not impressed frigging impossible. Sothe was much more easier than this...
    Whatever bone(s) those pauldrons are rigged to, rig them to that.

    The way I would do it is to aim to make the cape things look static (like stiff cardboard), and then add a bit of influence to the BustN to give them a bit of flow (assuming there are no cape bones). That way they are mostly rigged the same as the pauldrons, but have just enough influence to make them not look like boards.
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    « Reply #14918 on: June 21, 2014, 11:47:29 AM »



    Not sure where to rig those two things. I originally had it on his bust, but it looked bad. I'm thinking about having half on ShoulderN and the other half on BustN.

    And his fingers not impressed frigging impossible. Sothe was much more easier than this...

    I would leave them over BustN :v
    but indeed you can try to give them a half with the shoulderNs
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    « Reply #14919 on: June 21, 2014, 11:54:49 AM »


    I would leave them over BustN :v
    but indeed you can try to give them a half with the shoulderNs
    Those are definitely ShoulderN's. The pauldrons should also be on the ShoulderN.
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    « Reply #14920 on: June 21, 2014, 12:14:52 PM »


    Whatever bone(s) those pauldrons are rigged to, rig them to that.

    The way I would do it is to aim to make the cape things look static (like stiff cardboard), and then add a bit of influence to the BustN to give them a bit of flow (assuming there are no cape bones). That way they are mostly rigged the same as the pauldrons, but have just enough influence to make them not look like boards.

    I would leave them over BustN :v
    but indeed you can try to give them a half with the shoulderNs

    Those are definitely ShoulderN's. The pauldrons should also be on the ShoulderN.

    This is what I did:

    1. Give it a majority weight to the ShoulderN and minority weight to ShoulderJ (as in most of it is ShoulderN). That didn't work very well.
    2. Give it a majority weight to the ShoulderJ and minority weight to ArmJ. That worked better.
    3. Do 2, but even less weight to ArmJ. And that seem sto work the best.

    Quick question: I'm probably going to make this a custom rig. How would I make it so that it has the physics from Sheik's ponytail?
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    « Reply #14921 on: June 21, 2014, 12:40:11 PM »


    I'm working on a classic/fake Smash 4 design of Ness, going to add some bone edits to make him taller later.

    (Using Smash 3 textures right now because I'm lazy.)
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    « Reply #14922 on: June 21, 2014, 01:02:33 PM »


    Hey guys, how do you bone edit exactly? I changed these bones on Donkey Kong to fit a model of Palkia in BrawlBox, but when I play it in Brawl, he just changes back into the normal Donkey Kong bones, how do I fix this?
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    « Reply #14923 on: June 21, 2014, 01:08:57 PM »


    Hey guys, how do you bone edit exactly? I changed these bones on Donkey Kong to fit a model of Palkia in BrawlBox, but when I play it in Brawl, he just changes back into the normal Donkey Kong bones, how do I fix this?
    I'm actually trying to figure out how to do that too, it would be nice to know.
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    « Reply #14924 on: June 21, 2014, 01:13:25 PM »


    lol, yeah. Nice Ness by the way, is that top picture of him yours as well, or is that what you are trying to make him look like?
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