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Author Topic: WIP Workshop  (Read 4597155 times)
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Carnage
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    « Reply #18825 on: May 11, 2015, 02:40:39 AM »


    well... who wants some Wonder Red? O.o







    well his body seems wierd who will he go over ganon? becuase the tiny legs huge arms seem like the perfect candidate.
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    « Reply #18826 on: May 11, 2015, 03:08:17 AM »


    well for Wonder Red... i was thinking Falcon... with ALOT of bone edits... Wonder Blue over Toon Link due to the sword.. Wonder Green MAYBE over Wario (since he's chubby and all)

    but idk if ill do blue and green tho... Wonder Red, for sure doing tho.
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    « Reply #18827 on: May 11, 2015, 08:35:56 AM »


    I seriously envy your creativity when it comes to making Brawl Hacks.

    Thank you, thank you very much.





    This isn't a thing? Pit, Luigi, and now HW Link has been done. We need this for a formal theme. You know "Fancy A.F"
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    Kyouma
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    « Reply #18828 on: May 11, 2015, 04:35:02 PM »


    This isn't a thing? Pit, Luigi, and now HW Link has been done. We need this for a formal theme. You know "Fancy A.F"

    well, I kinda have it. Because in my project I will make theme teams by recolors, for example Link is part of a team I call "SSTN" which are going to be the main nintendo characters in formal outfits as the blue team, another example of the SSNT outfit is Mario:
    (I have no in-game pics by hand so im posting the CSP)

    this way when youre in a team match and you choose blue team Mario and Link, they will be part of the same "SSTN" faction
    (SSTN means Super Star Team Nintendo btw)
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    Taigiry
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    « Reply #18829 on: May 12, 2015, 03:26:56 PM »


    Finally the main plattform is less barren. I also fixed the collision. I still need to add a plattform, don't really want to release a flat stage.
    « Last Edit: May 12, 2015, 03:28:27 PM by Taigiry » Logged


    TheRealHeroOfWinds
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    « Reply #18830 on: May 12, 2015, 04:32:02 PM »


    You need to mess more with the the reflecting with the roof, hills, and siding of the platforms. It's really distracting to the eye.
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    DocStrange
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    « Reply #18831 on: May 12, 2015, 06:26:34 PM »


    Please tell me the present box is going to run around. Also, what do you think of having sprites of the characters in magicant wandering the stage?
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    « Reply #18832 on: May 13, 2015, 11:49:12 AM »


    I actually completely forgot about background enemies, so thanks for reminding me. And s for the present, sure, why not? After all, it's not like the box grows any legs that need to be rigged to walk around, so that's very easy to do.
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    Kyouma
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    « Reply #18833 on: May 15, 2015, 11:55:13 PM »


    now her ewe go






    theirs heads are too big, maybe I'll have to edit the motionpac to move the arm bones a bit, plus the swords gets glitched on their positions, does anybody here know on what bone are the IC's hammers rigged over? I could swear it was hammerM, maybe it was hammerN
    « Last Edit: May 16, 2015, 02:09:25 AM by Gamidame_K » Logged

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    « Reply #18834 on: May 16, 2015, 02:55:42 AM »


    This is something I have been working on.

    Before


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    Carnage
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    « Reply #18835 on: May 16, 2015, 05:58:31 AM »


    now her ewe go






    theirs heads are too big, maybe I'll have to edit the motionpac to move the arm bones a bit, plus the swords gets glitched on their positions, does anybody here know on what bone are the IC's hammers rigged over? I could swear it was hammerM, maybe it was hammerN

    IC hammers are singlebinded to HammerM maybe they are glitching due to no being on the same exact position and angle the IC hammer is due to bigger arms?
    « Last Edit: May 16, 2015, 06:03:15 AM by Carnage » Logged


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    « Reply #18836 on: May 16, 2015, 08:28:58 AM »


    M's the visibility bone. N's the bone it should be binded to.
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    « Reply #18837 on: May 16, 2015, 08:47:59 AM »


    The IC HammerM gets flipped when imported into 3ds Max & then imported into BB. Re-export the model and re-import it into 3ds Max & BB and the bone should be re-flipped back into the original rotation resulting in the swords not being messed up.
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    « Reply #18838 on: May 16, 2015, 09:38:16 AM »




    Based on its SM64 DS appearance

    Now I need to animate the key on its back
    « Last Edit: May 16, 2015, 09:39:30 AM by Bluebreon » Logged



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    « Reply #18839 on: May 16, 2015, 09:40:38 AM »


    M's the visibility bone. N's the bone it should be binded to.
    thats what I originally thought, it was strange to see something rigged over the visbility bone (M) instead of N, which is the regular case, but I checked the defaul model's singlebind and it said M, which is weird
    IC hammers are singlebinded to HammerM maybe they are glitching due to no being on the same exact position and angle the IC hammer is due to bigger arms?
    thats what I thought too
    The IC HammerM gets flipped when imported into 3ds Max & then imported into BB. Re-export the model and re-import it into 3ds Max & BB and the bone should be re-flipped back into the original rotation resulting in the swords not being messed up.
    You sir deserve a medal, it seems you're right! Ill try it
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