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« Reply #9405 on: March 27, 2013, 09:08:15 AM » |
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Hey. No one edited the v1 of my Generations Shadow. I don't think they will for this version either :p
But I'll tell people that they can't edit without permission from me. Hopefully that'll tone down the swarm of entries...
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« Reply #9406 on: March 27, 2013, 09:42:48 AM » |
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Unfortunately it won't.
Anyway, did that person who had the Spencer import manage to import classic Radd Spencer?
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« Reply #9407 on: March 27, 2013, 10:31:09 AM » |
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Unfortunately it won't.
Anyway, did that person who had the Spencer import manage to import classic Radd Spencer?
That was DSX8, and no, he didn't import classic Spencer, but I DID provide him the model.
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« Reply #9408 on: March 27, 2013, 01:09:54 PM » |
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up data on manic i have to fix the eyes,make the shoes , retexture him and fix the model some more
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« Reply #9409 on: March 27, 2013, 01:36:56 PM » |
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He looks great. I'm not much of a Shadow fan, but I'd get this one. So I'm sure this is old news for all you, but damn do Brawl animations twist their joints to absurd degrees...  I agree that brawl animations make some pretty [censored]ed up poses (Link's boomerang throw comes to mind) but this pose looks fine
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[PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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« Reply #9410 on: March 27, 2013, 01:41:48 PM » |
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I specifically chose one of the better poses. His knees are frustrating enough, but when Olimar runs he rotates his spine way further than I anticipated. It's taking a while to get working. Once I get one animation looking good, it messes up anther one. 
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« Reply #9411 on: March 27, 2013, 01:55:08 PM » |
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Olimar is one of the worst for weird rotations, just make it as good as you can.
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« Reply #9412 on: March 27, 2013, 02:17:00 PM » |
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I specifically chose one of the better poses. His knees are frustrating enough, but when Olimar runs he rotates his spine way further than I anticipated. It's taking a while to get working. Once I get one animation looking good, it messes up anther one.  Brawl over-exaggerates a lot of character's animations. When you have a fighting game with four characters mixing it up and the camera's zoomed way out to accommodate for that, having realistic animation becomes too subtle to see properly. Seriously, it is not humanly possible to perfectly mimic the Falcon Punch animation while retaining your balance and actually make a strong hit. I've tried. I've fallen over. However, in-game, in the midst of the fight, during the two seconds it takes place, it looks really awesome. So yeah. The dog's animations are probably gonna look weird in some places. However, you can also open up Olimar in Maya and take a look at how his vertices are weighted in the Component Editor, then compare the vertices of your dog to see how they compare. If they're really different, that might be the problem, but if they're very similar and the dog still looks really off in most animations, there's probably not much you can do without actually editing the animations.
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« Reply #9413 on: March 27, 2013, 02:29:40 PM » |
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Oh, I've looked at Olimar's weights. I've mostly decided the issue is my dog is one solid piece, while Olimar has a multiple mesh space suit. You can cheat more with built-in seams. I had the same issue with Snorlax over Dedede. Dedede rotates his wrist like 250 degrees at one point, and it looks fine because his sleeve stays put and only his mitten moves. On Snorlax his wrist just implodes.
I know the dog will never be perfect, but I want the run animation, one of the more commonly seen animations, to actually look good. If a few attacks look a little off, at least they're not used as much.
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« Reply #9414 on: March 27, 2013, 02:43:40 PM » |
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Yup, that's a lot of what's going on with my Chibi Ryu guy. Not only is my mesh one solid piece for everything but the head, but Ness has like a million hidden seams with all those clothes and whatnot, and a ton of extra bones for those clothes that I've pretty much just had to null influence from.
Luckily, my guy is one solid color and won't be shaded, so weird bone twists won't show up as well, although he does have an outline like G&W, so there might be a few times where it looks weird.
Anywho. Keep it up, Vaan.
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« Reply #9415 on: March 27, 2013, 03:25:05 PM » |
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I love how no one has mentioned Bowser's animations, damn those animations for screwing around with his shell and legs.  Also if anyone cares, Shadow does have his own shadow model, an edit of Sonic's by me, to hopefully lower the chances of a better Shadow happening anytime soon. lol Also find it funny how no commented on the Super Shadow texture, I know I'm not the only one who thinks that body is too bright. xD
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #9416 on: March 27, 2013, 03:51:24 PM » |
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Replacing the shadows... that didn't even occur to me. I took a look at the shadow model, but I have no idea how the rig works. Is there a tutorial on replacing the shadow models, by chance? I tried doing a search, but all I got was that damned hedgehog...
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« Reply #9417 on: March 27, 2013, 04:14:50 PM » |
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Oh, I've looked at Olimar's weights. I've mostly decided the issue is my dog is one solid piece, while Olimar has a multiple mesh space suit. You can cheat more with built-in seams. I had the same issue with Snorlax over Dedede. Dedede rotates his wrist like 250 degrees at one point, and it looks fine because his sleeve stays put and only his mitten moves. On Snorlax his wrist just implodes.
I know the dog will never be perfect, but I want the run animation, one of the more commonly seen animations, to actually look good. If a few attacks look a little off, at least they're not used as much.
hmm maybe if u export the animations into maya and then edit the rig at those poses... or you can wait for the new brawlbox which will allow you to edit the rig at any animation Replacing the shadows... that didn't even occur to me. I took a look at the shadow model, but I have no idea how the rig works. Is there a tutorial on replacing the shadow models, by chance? I tried doing a search, but all I got was that damned hedgehog...
 just vertex edit whatever shadow dae file u got if u need to replace the head, do it but remember to copy the materials from the rest of the body in 3ds max materials and shaders need to be the same as the original shadow model once u have reimported ur edited shadow, and u can copy and replace those materials/shaders inside brawlbox...
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« Last Edit: March 27, 2013, 04:17:41 PM by Mr.MW »
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« Reply #9418 on: March 27, 2013, 05:11:39 PM » |
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Interesting. Thoughts on who to make it over?
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« Reply #9419 on: March 27, 2013, 05:31:45 PM » |
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AMG the cuteness. >w< Do you plan on making more classic characters?
I hope this answers your question  im gonna be making rouge, espio, cream, amy/rosy, mighty, werehog, charmy, blaze, and if I can figure out how to do vector I will. ill be making classics for everyone who basically isn't in the vault except for amy because I hate the ones that she has
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« Last Edit: March 27, 2013, 06:11:32 PM by XxTailsxX »
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