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Author Topic: WIP PSA Workshop  (Read 825042 times)
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    « Reply #1185 on: March 27, 2014, 01:23:15 PM »


    IMO, Sephy's Fthrow should lead into a roundhouse kick. That would look more dynamic and forceful.

    As for Uthrow, there should be more force going into the thrust.

    I understand that it would look exaggerated, but smash is full of canon moves and animations that are exaggerated. Just look at Link's wait stances.

    I never try and let canon influence how the move should look like. So I understand completely (unless it's something like a FS)

    Noted about the F throw.

    And... I don't understand about the "thrust" part in the up throw. Mind elaborating what you meant about that?
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    « Reply #1186 on: March 27, 2014, 01:59:32 PM »


    More force. Try adjusting the animation as if he's holding something that's heavier and is tossing it with much more force that has all of his upper body strength in it.

    Remember that the game will adjust the frame speed of throws(Snake's dthrow is an exception) automatically depending on the foe's weight so make the animation around him carrying a character whose weight is around 100, like Mario and Wolf.

    Animated his dash grab already. Taking a break. Plan on animating Turn Grab when I come back.
    « Last Edit: March 27, 2014, 03:38:23 PM by Eternal Yoshi » Logged


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    « Reply #1187 on: March 27, 2014, 03:42:32 PM »


    Remember that the game will adjust the frame speed of throws(Snake's dthrow is an exception) automatically depending on the foe's weight so make the animation around him carrying a character whose weight is around 100, like Mario and Wolf.


    Really? Huh, never knew that.

    I'll take what you've said into consideration.

    And Maya hasn't wanted to cooperate, so I'm stuck with BBox for animating

    This is the New F Throw that I edited. I'm not to happy with it (I don't like how I made Sephiroth spin), but it's what I was able to do in the time I had before class



    This is the F Throw I'm using now, which I stole from Ike and I fixed up a bit. I wasn't liking how my own was turning out and either I'm going to use this one permanently or until I make a better one myself later on



    New U Throw. I accidentally forgot to make the sword go all the way down before he throws them up (you can tell that he suddenly lowers his sword before throwing it up), and I guess it looks okay.



    I personally need to add movement in the right arm during the actual throw of the animation. But for now, I think it looks fine.
    « Last Edit: March 27, 2014, 07:03:17 PM by Zack Fair » Logged



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    « Reply #1188 on: March 29, 2014, 07:57:55 PM »


    I'm still doing throw stuff, but I did finish the catch animations, and this new Bthrow.



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    « Reply #1189 on: March 30, 2014, 02:30:53 AM »


    i like that dark effect it has it fits him preety well
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    « Reply #1190 on: March 30, 2014, 06:16:13 AM »


    Laggy mario


    wanted to see if I could create randomness to the animations only using PSA to help, I created this laggy mario! reminds me of heavy lag ingame and ragdoll GMod movies
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    « Reply #1191 on: March 30, 2014, 03:49:01 PM »


    Laggy mario

    wanted to see if I could create randomness to the animations only using PSA to help, I created this laggy mario! reminds me of heavy lag ingame and ragdoll GMod movies


    Ugh!...Reminds me of that horrible lag I used to have when I was playing Goldeneye Wii online a couple years back.  Im srs here

    But this Mario PSA is kinda funny though.
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    « Reply #1192 on: April 10, 2014, 05:00:32 PM »


    Here's an animation I just finished for an SSBU Sheik psa. Its gonna be her new side special, the Burst Grenade. This still needs some polishing before its done. 
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    « Reply #1193 on: April 11, 2014, 05:52:46 AM »


    Here's an animation I just finished for an SSBU Sheik psa. Its gonna be her new side special, the Burst Grenade. This still needs some polishing before its done. 
    Bah, it's just HipN bone for putting the feet on the ground. This animation looks great! Cheesy
    Like how it really is dynamic and it fits Sheik so much better than that weird chain thing...
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    « Reply #1194 on: April 11, 2014, 11:42:46 AM »


    One thing about the Burst Grenade that I don't know if you guys noticed: Sheik actually uses her chain to manoeuvre the grenade and to pull the pin. It looks like that means she can aim it with the Control Stick just as if using the chain, then release B to detonate the grenade.
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    « Reply #1195 on: April 12, 2014, 06:00:48 PM »


    Got bored and wanted to redo the jump attack animation for my OOT Link Hack.

    So I became a hypocrite and said "Might as well use SSB4's dash attack"


    I added about 20 frames at the end of the actual animation, only so that when it looped it wasn't too fast.
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    « Reply #1196 on: April 12, 2014, 06:05:18 PM »


    The way the sword jerks around on the last few frames is kinda weird.
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    « Reply #1197 on: April 12, 2014, 06:16:26 PM »


    That's a side effect from the frames I added at the end.
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    « Reply #1198 on: April 13, 2014, 06:08:49 PM »


    Reanimated Utant.


    Also made a new Up B for him.

    Doesn't go as high as the old one, but this one is stronger, has superior hitbox coverage, and has more reliably connecting hitboxes.


    And clearly I need to check his rigging on his right hand.
    « Last Edit: April 13, 2014, 06:17:32 PM by Eternal Yoshi » Logged


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    « Reply #1199 on: April 13, 2014, 06:20:48 PM »


    I'm looking forward to the up taunt. I loved catching people off guard with it.

    And isn't that his left hand?
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