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Author Topic: WIP Workshop  (Read 4668341 times)
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Kage Ryu
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    « Reply #9450 on: March 29, 2013, 12:04:14 AM »


    so i was in the mood for making a model today, while listening to the Banjo-Kazooie soundtrack.
    You have my "yes" for this.
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    « Reply #9451 on: March 29, 2013, 09:00:42 AM »


    so i was in the mood for making a model today, while listening to the Banjo-Kazooie soundtrack.


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    KTH
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    « Reply #9452 on: March 29, 2013, 11:00:17 AM »




    Bow wow wow yipee yo yipee yay

    Now with this awesome model, we need the moveset of Duck Hunt Dog (there a moveset from SSBC).
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    nanobuds
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    « Reply #9453 on: March 29, 2013, 01:53:44 PM »


    I think you guys will like this...


    And this Wink



    Smiley
    « Last Edit: March 29, 2013, 01:54:51 PM by Nanobuds » Logged

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    « Reply #9454 on: March 29, 2013, 02:17:03 PM »


    That looks amazing!
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    DoctorFlux(Mariodk)
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    « Reply #9455 on: March 29, 2013, 02:23:05 PM »


    looks epic
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    Kage Ryu
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    « Reply #9456 on: March 29, 2013, 03:22:13 PM »


    And this Wink



    Smiley
    He looks...way too happy.

    Everything else looks amazing.
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    Angelglory
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    « Reply #9457 on: March 29, 2013, 03:34:48 PM »


    (We totally need a Duck Hunt Dog over Nintendog AT...)
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    « Reply #9458 on: March 29, 2013, 03:36:44 PM »


    (We totally need a Duck Hunt Dog over Nintendog AT...)
    ...
    WHY HAVEN'T I THOUGHT OF THAT.
    Vaanrose. Do eet.
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    « Reply #9459 on: March 29, 2013, 03:41:13 PM »


    (We totally need a Duck Hunt Dog over Nintendog AT...)
    Genius.
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    Flygon
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    « Reply #9460 on: March 29, 2013, 03:46:09 PM »


    Gotta hate ike's wait1 animation:
    Oddly enough, this mistake isn't present in any other of Ike's animations, not even wait 2 or 3, but it's almost noticeable, so I won't bother myself fixing this.

    Anyways Excalibur over Super Sonic and Lancelot on Ike are finished (well I still need to make small tweaks on lancelot's arms)

    Is it just me or ike's animations look wonderful if you see them frame by frame (fanboy moment)

    Now I just need to rip lamorak (when I get home) and wait for galahard model and I'll finish this project nobody cares from a game nobody liked.
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    « Reply #9461 on: March 29, 2013, 04:01:18 PM »


    (We totally need a Duck Hunt Dog over Nintendog AT...)
    ...
    WHY HAVEN'T I THOUGHT OF THAT.
    Vaanrose. Do eet.
    Genius.

    The people have spoken. I'll see what I can do.
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    Kage Ryu
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    « Reply #9462 on: March 29, 2013, 05:53:56 PM »


    Well, looks like I'll have a home for that dog then, since I don't really want to replace Wario or Olimar.



    In the meantime, I have actual progress:

    The rig is complete, the UVs are done, and he's pretty much ready to go.
    However, I'm experimenting with shaders and materials at the moment. I'm trying to see if I can color him with the same method that G&W is colored, using a color animation sequence instead of textures. So far I haven't been able to get the materials to read from the animation data.
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    « Reply #9463 on: March 29, 2013, 06:01:11 PM »


    I'm trying to see if I can color him with the same method that G&W is colored, using a color animation sequence instead of textures. So far I haven't been able to get the materials to read from the animation data.

    I don't think that's feasible, at the moment. What I'd imagine you'd have to do would be to add a CLR0 file for every subaction in the MotionEtc of the character who your character is ported over. And even then, you probably wouldn't be able to recolor it exactly the same way, since G&W's colors are different frames in the animation, so it would just play like a normal animation rather than swap out depending on the color slot that gets chosen. Doesn't sound worth messing around with, I think you might be better off just recoloring it like normal. /:

    Cool idea, though. Porting the character over G&W would definitely work, though.
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    Kage Ryu
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    « Reply #9464 on: March 29, 2013, 06:32:42 PM »


    I don't think that's feasible, at the moment. What I'd imagine you'd have to do would be to add a CLR0 file for every subaction in the MotionEtc of the character who your character is ported over. And even then, you probably wouldn't be able to recolor it exactly the same way, since G&W's colors are different frames in the animation, so it would just play like a normal animation rather than swap out depending on the color slot that gets chosen. Doesn't sound worth messing around with, I think you might be better off just recoloring it like normal. /:

    Cool idea, though. Porting the character over G&W would definitely work, though.
    What does the MotionEtc have anything to do with it? There isn't anything in GW's MotionEct that influences his coloration (Dark and Spycloak aside). It's all in GW's Fit00.

    And yes, there is a different frame for each color, and I've countered that by reducing it to only a single frame.

    The problem is that the materials won't read from the Animation Data at all. I've given the AD BRRES the same FileId number as the Model Data BRRES (-1), and matched the names of each Color Sequence to their respective materials. All the materials and shaders I'm using are from GW.


    ...Anyway, this is probably getting to the point where it goes beyond the thread's topic. I could just apply the materials to simple textures, but I want to see how far I can get with the animation data. If I still can't figure that out later, I'll post a thread in one of the help sections. Feel free to PM me if you have any more info on how GW's coloration works, though.



    Also, porting him over Ness, because if I replace Games, I would go all-out—and that is a loooooot of objects to swap out with original models. That's a hive I'll save to knock down for another day.
    « Last Edit: March 29, 2013, 06:34:55 PM by Kage Ryu » Logged



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