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Author Topic: WIP Workshop  (Read 4672967 times)
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Xenozoa425
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    « Reply #13620 on: March 30, 2014, 10:26:10 AM »


    The sword and shield on the back of that Sonic model is a nice touch and all, but he doesn't actually have it or use it.
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    « Reply #13621 on: March 30, 2014, 11:26:05 AM »


    I wonder if there's a way to make him occasionally throw Viruses as a joke? : P


    Pretty sure you can do that using PSA.

    Post Merge: March 30, 2014, 04:03:41 PM
    Aaaanyways, finally was able to get Tidus to import correctly into 3dsmax



    I just wish he didn't come in multiple parts. Eh, I gotta learn how to do it some time or another.
    « Last Edit: March 30, 2014, 04:13:33 PM by Zack Fair » Logged



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    « Reply #13622 on: March 30, 2014, 07:42:06 PM »


    The sword and shield on the back of that Sonic model is a nice touch and all, but he doesn't actually have it or use it.

    Although that may be true, but it wouldn't feel like a "Link costume" without his sword and shield
    « Last Edit: March 30, 2014, 08:45:20 PM by KittehMeko » Logged

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    « Reply #13623 on: March 31, 2014, 02:41:44 AM »


    Since the Shadow Beast from Twilight Princess isn't in the vault anymore, I think I'm going to import my version of him.
    I haven't tested it on my Wii, because I don't have a SD card at the moment.

    Now with coloured markings on his chest and custom shadows.

    Also has the physics from Donkey's tie.


    I have also made the Shadow Beast messenger. He has the reflecting shine on his helmet to stay close to his real version in TP.

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    « Reply #13624 on: March 31, 2014, 07:52:30 AM »


    Since the Shadow Beast from Twilight Princess isn't in the vault anymore, I think I'm going to import my version of him.
    I haven't tested it on my Wii, because I don't have a SD card at the moment.

    Now with coloured markings on his chest and custom shadows.

    Also has the physics from Donkey's tie.


    I have also made the Shadow Beast messenger. He has the reflecting shine on his helmet to stay close to his real version in TP.



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    « Reply #13625 on: March 31, 2014, 10:33:32 AM »


    That. Is awesome. moar plz
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    « Reply #13626 on: March 31, 2014, 10:40:00 AM »


    Since the Shadow Beast from Twilight Princess isn't in the vault anymore, I think I'm going to import my version of him.
    dao's first actual import, brings me memories
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    « Reply #13627 on: March 31, 2014, 12:36:48 PM »


    Some progress on Tidus along with areas I need to fix



    I wish there was a way to force an import to use texture animations for expressions.
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    « Reply #13628 on: March 31, 2014, 03:09:48 PM »


    Since the Shadow Beast from Twilight Princess isn't in the vault anymore, I think I'm going to import my version of him.
    I haven't tested it on my Wii, because I don't have a SD card at the moment.

    Now with coloured markings on his chest and custom shadows.

    Also has the physics from Donkey's tie.


    I have also made the Shadow Beast messenger. He has the reflecting shine on his helmet to stay close to his real version in TP.



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    « Reply #13629 on: March 31, 2014, 03:20:36 PM »


    I wish there was a way to force an import to use texture animations for expressions.

    If you're referring to PAT0 for blinking and stuff, any character can use any animation type (SHP0, VIS0, etc), you just need to add them and make them yourself, and make sure their names match the appropriate subsection they are to be played in.
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    « Reply #13630 on: March 31, 2014, 03:57:22 PM »


    If you're referring to PAT0 for blinking and stuff, any character can use any animation type (SHP0, VIS0, etc), you just need to add them and make them yourself, and make sure their names match the appropriate subsection they are to be played in.

    Can I also use it for expressions?

    I thought imports could only use what the characters originally had.
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    « Reply #13631 on: March 31, 2014, 04:03:23 PM »


    Can I also use it for expressions?

    I thought imports could only use what the characters originally had.
    well if you make them you have to set them up on the motion and such thats why ppl only make what the characters originaly have  its to much trouble editing the motion for a single model
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    « Reply #13632 on: March 31, 2014, 04:07:16 PM »


    Thanks guys! I'm glad you like it! Grin
    I'm not sure if I should go back to Agitha. This was before I knew how materials work.

    Can I also use it for expressions?

    I thought imports could only use what the characters originally had.

    Only if you use custom animations. If you use a one-slot character and want eye expressions then you have to make it connect to the original animations by naming the materials the same name as the original character's.
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    « Reply #13633 on: March 31, 2014, 04:12:35 PM »


    Can I also use it for expressions?

    I thought imports could only use what the characters originally had.

    Using those animation types, yes. But if you want model changers, that requires PSA editing, of course. Also, if you're using VIS0, you need to be mindful of bone indices, since the character might use them for some other kind of visibility; I'd recommend adding bones at the end of the tree and using those as visibility bones to avoid that issue.


    Agitha's been partying a bit too hard with those bugs.
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    « Reply #13634 on: March 31, 2014, 04:20:59 PM »


    Slighty out dated preview. Is made for the Vegeta PSA.

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