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Author Topic: WIP Workshop  (Read 4157847 times)
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BraveDragonWolf
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    « Reply #19860 on: March 22, 2016, 11:14:17 AM »


    Ok, so, I just downloaded the new Autodesk 3DS Max 2016 version and I just might be a little worried about my work. I had only 16 days left on my 2013 license and I couldn't re-activate.

    So Ridley isn't quite finished yet. I have to get rid of those overlapping vertices
    so that the model will look a little smoother, and the rig won't be such torture.


    Rig is finished...just need to get rid of dem vertices...and do the bone placing in Brawlbox, and may have a little trouble with the tail attack animations.


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    « Reply #19861 on: March 22, 2016, 11:34:04 AM »


    Why not just rig it over the skeleton Bagan's Ridley uses? That would save you a lot of time and trouble.
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    « Reply #19862 on: March 22, 2016, 12:53:37 PM »


    I like this. Not even sure what it is yet, but it is looking smooth.

    What Velen said. And thanks.


    Took forever for the belt and apron..
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    « Reply #19863 on: March 22, 2016, 03:14:58 PM »


    Ok, so, I just downloaded the new Autodesk 3DS Max 2016 version and I just might be a little worried about my work. I had only 16 days left on my 2013 license and I couldn't re-activate.

    So Ridley isn't quite finished yet. I have to get rid of those overlapping vertices
    so that the model will look a little smoother, and the rig won't be such torture.


    Rig is finished...just need to get rid of dem vertices...and do the bone placing in Brawlbox, and may have a little trouble with the tail attack animations.

    You may want to shrink the wings a bit, too; they're clipping into the ground at the moment, which will probably look pretty ugly in-game.

    Why not just rig it over the skeleton Bagan's Ridley uses? That would save you a lot of time and trouble.

    Well, and that, too. The only advantage the Smash 4 rig has over ours is that it has toe bones for each toe, where ours doesn't. Plus it'll fix all the rather borked parts of the animations, like the fingers and feet.

    I admire that you're going for a custom moveset, but I would definitely suggest rigging it to the boneset we have, simply for convininence (and so that the models are interchangeable with the movesets; so that if someone likes your moveset, but our model, they can have both those, but if someone likes the Smash4 model and our moveset, they can also have both of those, too).


    Post Merge: March 22, 2016, 03:16:10 PM
    Ok, so, I just downloaded the new Autodesk 3DS Max 2016 version and I just might be a little worried about my work. I had only 16 days left on my 2013 license and I couldn't re-activate.

    So Ridley isn't quite finished yet. I have to get rid of those overlapping vertices
    so that the model will look a little smoother, and the rig won't be such torture.


    Rig is finished...just need to get rid of dem vertices...and do the bone placing in Brawlbox, and may have a little trouble with the tail attack animations.


    You may want to shrink the wings a bit, too; they're clipping into the ground at the moment, which will probably look pretty ugly in-game.

    Why not just rig it over the skeleton Bagan's Ridley uses? That would save you a lot of time and trouble.

    Well, and that, too. The only advantage the Smash 4 rig has over ours is that it has toe bones for each toe, where ours doesn't. Plus it'll fix all the rather borked parts of the animations, like the fingers and feet.

    I admire that you're going for a custom moveset, but I would definitely suggest rigging it to the boneset we have, simply for convininence (and so that the models are interchangeable with the movesets; so that if someone likes your moveset, but our model, they can have both those, but if someone likes the Smash4 model and our moveset, they can also have both of those, too).
    « Last Edit: March 22, 2016, 03:25:31 PM by DastardlyRidleylash » Logged

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    BraveDragonWolf
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    « Reply #19864 on: March 22, 2016, 06:21:27 PM »


    You may want to shrink the wings a bit, too; they're clipping into the ground at the moment, which will probably look pretty ugly in-game.

    Well, I got some bad news. After I got through getting rid of the overlapping vertices,
    I'm unable to export this model. I'm guessing I couldn't do this when I downloaded 3DS max 2016 which was before I got rid of the verts. So, I can't finish anything without 3DS max 2013...which I can't download again. This project is screwed...
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    DastardlyRidleylash
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    « Reply #19865 on: March 22, 2016, 07:33:48 PM »


    Well, I got some bad news. After I got through getting rid of the overlapping vertices,
    I'm unable to export this model. I'm guessing I couldn't do this when I downloaded 3DS max 2016 which was before I got rid of the verts. So, I can't finish anything without 3DS max 2013...which I can't download again. This project is screwed...


    If you want, I could always try and see if the PM Ridley team could manage to salvage the project.
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    « Reply #19866 on: March 23, 2016, 08:29:48 AM »




    Rig is finished...


    But the fingers....
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    « Reply #19867 on: March 23, 2016, 10:43:50 AM »


    But the fingers....


    looks normal to me. ridley was never a handy character to have around. gotta hand it to him though. the rest of the rig is good.

    i cant think of any other hand puns
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    « Reply #19868 on: March 23, 2016, 02:26:07 PM »


    But the fingers....



    I said "Rig is finished" yes...But it's still a work in progress.

    Post Merge: March 23, 2016, 02:33:26 PM
    If you want, I could always try and see if the PM Ridley team could manage to salvage the project.


    The way I rigged this model is perfect. I don't know if they will have to start from scratch on rigging and they might rig it carelessly...OR, I could give them my 3DS max scene because, once this model has been imported to brawlbox, it cannot be exported and imported back into 3DS Max, because I'd have already placed the finger and hand bones in the correct spots, once imported into 3DS, you may see some issues with his fingers. They'll need my 3DS scene where the bones are untouched.

    And also, I'll be trying to get 3DS Max 2013 back, I think I'm on a good path to get ridley into Smash.
    « Last Edit: March 23, 2016, 02:33:27 PM by BraveDragonWolf » Logged


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    « Reply #19869 on: March 23, 2016, 03:50:37 PM »


    You say perfect, but the fingers and toes look odd to me.
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    « Reply #19870 on: March 23, 2016, 06:43:11 PM »


    how can the rig be finishied and a WIP at the same time?
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    « Reply #19871 on: March 23, 2016, 06:51:40 PM »


    how can the rig be finishied and a WIP at the same time?
    schrodinger's ridley
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    « Reply #19872 on: March 23, 2016, 09:14:58 PM »


    Clearly I said rig is finished. But still, there are things to be done with the custom animation file, people.

    Post Merge: March 24, 2016, 11:04:39 AM
    I'm just gonna say this, since Project M Ridley has that range, but his tail is shorter than sm4sh Ridley's tail. Now Sm4sh Ridley has a longer tail and it matches Project M Ridley's side smash range.
    This Ridley's tail bone translations isn't animated....(yet) So I think it's 100% fair that his tail doesn't need anymore shrinking for his tail attacks.




    But, his wait animation or maybe some other ones as well, may need some fixing because of his long tail. It doesn't look right the way I needed to shrink anyway.
    Also, I'm gonna figure out the size his wings may need...
    « Last Edit: March 24, 2016, 11:04:39 AM by BraveDragonWolf » Logged


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    « Reply #19873 on: March 24, 2016, 12:34:58 PM »


    Clearly I said rig is finished. But still, there are things to be done with the custom animation file, people.

    Post Merge: March 24, 2016, 11:04:39 AM
    I'm just gonna say this, since Project M Ridley has that range, but his tail is shorter than sm4sh Ridley's tail. Now Sm4sh Ridley has a longer tail and it matches Project M Ridley's side smash range.
    This Ridley's tail bone translations isn't animated....(yet) So I think it's 100% fair that his tail doesn't need anymore shrinking for his tail attacks.




    But, his wait animation or maybe some other ones as well, may need some fixing because of his long tail. It doesn't look right the way I needed to shrink anyway.
    Also, I'm gonna figure out the size his wings may need...


    I'm confused, is this rigged over the Bagan Ridley model? Or does it use the original bones?
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    « Reply #19874 on: March 24, 2016, 03:55:52 PM »


    I'm confused, is this rigged over the Bagan Ridley model? Or does it use the original bones?

    I think he said that it's using the original bones, but I'm not sure if that's happening anymore.

    I'd suggested using the mod's bones simply for compatiblity, but it's his mod, so I'm just making suggestions. :p
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