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Author Topic: [Official] Project M discussion: RIP  (Read 736346 times)
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Velen
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    « Reply #660 on: October 16, 2013, 08:43:29 AM »


    Remember Beyond's Zero? My horridly violent critique about it?

    Do what I did, but better: Take the parts of the model most visible during gameplay and rotate them to extremes in Brawlbox. That will be the best way to find problems with the rig.
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    « Reply #661 on: October 16, 2013, 09:24:19 AM »


    And I guess I'll be the stick in the mud here...

    But I feel the model is off.

    Nano's avatar actually highlights a lot of the model's problems actually. Such as the rig being wonky. The rim effect doesn't mesh well with Brawl's visuals. The proportions seem strange... Like his tail being too big.

    It also seems like some animations are a bit stiff. And need to use the hip bones more.


    Believe it or not, the proportions of M2 are more or less that of Melee's for the sake of hitbox and collision preservation.

    Also the animations are fine. If you feel that they are stiff, then I challenge you to do better.

    I don't like the rim lighting either. I'll probably just use the pack that I had made a long time ago with StarWaffle's model.

    However, our Mewtwo has a custom boneset meaning it's our model or bust...... until the next release is out and someone ports Waffle's model.
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    « Reply #662 on: October 16, 2013, 09:43:06 AM »


    Remember Beyond's Zero? My horridly violent critique about it?

    Do what I did, but better: Take the parts of the model most visible during gameplay and rotate them to extremes in Brawlbox. That will be the best way to find problems with the rig.

    Bending them to the extreme isn't the way to test a rig.

    Bend them how they would bend naturally in animations. Trust me, this model has been looked at by many people. The rig is near flawless.
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    « Reply #663 on: October 16, 2013, 10:02:59 AM »


    Remember Beyond's Zero? My horridly violent critique about it?

    Do what I did, but better: Take the parts of the model most visible during gameplay and rotate them to extremes in Brawlbox. That will be the best way to find problems with the rig.
    Bending them to the extreme isn't the way to test a rig.

    Bend them how they would bend naturally in animations.
    This. Bending them to the extreme is crazy talk. Doing so, you might make it look good on a certain pose, but [censored] it up on some Brawl animations. There is no such thing as a perfect rig.
    Believe it or not, the proportions of M2 are more or less that of Melee's for the sake of hitbox and collision preservation.

    Also the animations are fine. If you feel that they are stiff, then I challenge you to do better.

    However, our Mewtwo has a custom boneset meaning it's our model or bust...... until the next release is out and someone ports Waffle's model.
    So, in order to give a critique, one must be the most skilled at the topic? That's like telling the audience to animate the movie themselves if they didn't like a 360 waist spin in a scene.

    I'm not saying his critique is right or wrong, but I sure know your response isn't proper.
    « Last Edit: October 16, 2013, 10:05:56 AM by Albafika » Logged


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    « Reply #664 on: October 16, 2013, 11:21:43 AM »


    Bending them to the extreme isn't the way to test a rig.

    Bend them how they would bend naturally in animations.
    This. Bending them to the extreme is crazy talk. Doing so, you might make it look good on a certain pose, but [censored] it up on some Brawl animations. There is no such thing as a perfect rig.So, in order to give a critique, one must be the most skilled at the topic? That's like telling the audience to animate the movie themselves if they didn't like a 360 waist spin in a scene.

    I'm not saying his critique is right or wrong, but I sure know your response isn't proper.

    His criticism isn't specific enough to be what I would call constructive..... or helpful.
    I probably should've ignored him or asked him to be more specific..
    « Last Edit: October 16, 2013, 11:29:31 AM by Eternal Yoshi » Logged


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    « Reply #665 on: October 16, 2013, 01:11:24 PM »


    I dunno, I think the rim lighting adds a little bit to the actual model, I just wish we saw it on other characters that it'd make sense like say Kirby or JigglyPuff.
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    « Reply #666 on: October 16, 2013, 01:18:15 PM »


    TBH I'm kinda iffy on the rim lighting myself since it's a Mewtwo exclusive, but in the end, I feel that the Mewtwo devs made the right choice, especially since it distinguishes itself from the older Mewtwo PSAs made here.
    « Last Edit: October 16, 2013, 01:19:40 PM by Eternal Yoshi » Logged


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    « Reply #667 on: October 16, 2013, 01:20:26 PM »



    This. Bending them to the extreme is crazy talk. Doing so, you might make it look good on a certain pose, but [censored] it up on some Brawl animations.

    Yes sir. If you test the rig, the tail will look bad when bending. However, Halo animated it I'm a way that it bends nice and smoothly. If I rigged it to look "better", it would screw up the animations.
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    « Reply #668 on: October 16, 2013, 01:20:48 PM »


    I feel like some people here are perfectionists.

    As Wolfric said, you can't have a 100% perfect rig.
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    « Reply #669 on: October 16, 2013, 01:42:40 PM »


    I feel like some people here are perfectionists.

    Lemme just say a little thing here... people are perfectionists because they expect Project M to be the essence of perfection. That's not to say it won't be improved upon, given it's still in the demo stages... but you'd think it'd come out a little more polished since "perfection" is what supposedly drives the engine of the backroom.

    Of course, "perfection" is in the eye of the beholder.

    Post Merge: October 16, 2013, 01:50:12 PM
    >game isn't out until 2014
    >people are complaining about it

    Guys. To those complaining, go ahead. Make your own Smash. It's getting annoying that people are criticizing Smash 4 way before it's even set to be released.

    Not to mention it's completely fair to compare an ongoing mod that releases a relatively constant stream of demos as they progress to an officialized development group with much stricter rules than that of the modders.

    « Last Edit: October 16, 2013, 01:50:13 PM by LC-DDM » Logged




    Grammar is necessary. Butchering your language isn't. If you don't have time to correct yourself, I don't have time to read your post.
    Your compilation pack is as useless as your quest for approval, and I pity both.

    Climaxing to a jump scare would be pretty great.

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    « Reply #670 on: October 16, 2013, 03:25:51 PM »


    i didnt even notice the rim lighting, is it that big of a difference?

    as for the rig, it looks fine to me.
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    « Reply #671 on: October 16, 2013, 04:19:03 PM »


    Bending them to the extreme isn't the way to test a rig.

    Bend them how they would bend naturally in animations.
    This
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    « Reply #672 on: October 16, 2013, 04:46:54 PM »


    i didnt even notice the rim lighting, is it that big of a difference?

    as for the rig, it looks fine to me.
    The rim lighting is much dimmer than M2K's usual rim lighting.

    Also the blue glow around him during his hover attacks uses rim lighting to work.
    « Last Edit: October 16, 2013, 04:48:01 PM by Nanobuds » Logged

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    « Reply #673 on: October 16, 2013, 04:50:21 PM »


    The rim lighting is much dimmer than M2K's usual rim lighting.

    Also the blue glow around him during his hover attacks uses rim lighting to work.
    That model is amazing. There's just something I really like about it and I don't know why.. Anyways, Mewtwo is definitely a top notch character for the roster
    « Last Edit: October 16, 2013, 05:25:57 PM by ShadowWolf » Logged


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    « Reply #674 on: October 16, 2013, 05:21:13 PM »


    Lemme just say a little thing here... people are perfectionists because they expect Project M to be the essence of perfection. That's not to say it won't be improved upon, given it's still in the demo stages... but you'd think it'd come out a little more polished since "perfection" is what supposedly drives the engine of the backroom.

    Of course, "perfection" is in the eye of the beholder.
    I think there's a limit you can expect, especially from a community based project. What I see right now looks very nice and I'm satisfied with it myself.
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