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Author Topic: WIP Workshop  (Read 4668039 times)
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    « Reply #19470 on: October 10, 2015, 08:57:06 PM »


    About half way done with Sam's rig:



    Materials are obviously not set up for obvious reasons.

    I also made a Pre-Desperado version of Sam that I'll also be including. Hopefully along with concept art recolors.
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    « Reply #19471 on: October 12, 2015, 02:29:10 PM »


    Got tired of working on Emmeryn, so I got back to work on this;

    All that's left is a Brawl-style texture and custom wait and run animation. Gonna be a 1-slot PSA.
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    « Reply #19472 on: October 12, 2015, 03:03:33 PM »


    Should use sonics fur textures for the fur.
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    « Reply #19473 on: October 12, 2015, 03:16:15 PM »


    Loving that Cat Mario, Rosetta.
    Got time to work on Freddy, so here's his shadow model.

    And I found out yesterday that newer, more accurate models are about to be released to the public. Decided that I'll redo these guys later, need to work on other things like a certain animated parody that I've been putting off...
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    « Reply #19474 on: October 18, 2015, 06:27:04 PM »


    My first model import



    Is watching you... from the shadows... I see what you did there ...



    These damn Hollows >8v
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    « Reply #19475 on: October 21, 2015, 12:56:26 PM »


    The new Havok data edits are cool. Have a teaser of what KJP and I are working on:


    « Last Edit: October 21, 2015, 12:58:15 PM by Nαnobuds » Logged

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    « Reply #19476 on: October 21, 2015, 01:09:20 PM »


    I don't know what I'm supposed to be seeing in this. But it looks nice.
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    « Reply #19477 on: October 21, 2015, 01:16:28 PM »


    The new Havok data edits are cool. Have a teaser of what KJP and I are working on:




    Im surprised it took this long for Havok data edits to start happening tbh. Probably because it needs motionetc edits

    I don't know what I'm supposed to be seeing in this. But it looks nice.


    iirc Samus doesnt have physics bones. The mod (samus with ZSS head) has ZSS hair physics.
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    « Reply #19478 on: October 21, 2015, 01:36:40 PM »


    Oooooohhh... Well cool.
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    « Reply #19479 on: October 21, 2015, 01:57:04 PM »


    So, are you guys using BJ's technique of one-slot, wi-fi safe models with extra bones?
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    « Reply #19480 on: October 21, 2015, 02:04:57 PM »


    So, are you guys using BJ's technique of one-slot, wi-fi safe models with extra bones?
    Yes, we are, Br3.
    « Last Edit: October 21, 2015, 02:19:38 PM by KingJigglypuff » Logged

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    « Reply #19481 on: October 21, 2015, 02:46:20 PM »


    I'm glad this is being used, as it was something long overdue... I plan on doing this on my own rigs as well.
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    « Reply #19482 on: October 21, 2015, 03:57:13 PM »


    I don't use it, my pc can't run the newest brawl box.
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    « Reply #19483 on: October 21, 2015, 05:05:01 PM »


    So adding physics bones is now possible? I know Mariodk wanted to do that to the Cape Mario powerup for SMBZ Mario, and from my understanding it can be one-slot as well?
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    « Reply #19484 on: October 21, 2015, 06:09:29 PM »


    Yes, SMF1, but there's still limitations.

    Ex: You can add a cape to Mario, but it can only be one thing at a time, as the method requires importing the Havok data of another character into Mario's MotionEtc.pac file. The added bones also have to have the same bone names and rotations as the physics the bones you want originally have. I.E.: If you wanted to use Marth's Havok for a cape, then you would have to use the same bone names and bone rotations as Marth's cape.

    You should also only use one slot physics with characters that don't have physics bones.
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