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Author Topic: WIP PSA Workshop  (Read 697055 times)
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Carnage
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    « Reply #180 on: August 26, 2012, 08:27:24 AM »


    the only actions I have tested is Captain Falcons upB and Bowsers SideB. only Captain Falcons upB worked.
    but if Ganon SideB action works to, we will be able to do use it as a base.
    if you ment the animation, it's easy fix by rotating him xD

    and now, I haven't jigglypuff. but I will do a grounded throw on falco. it will be either the same throw as Captain Falcon or Ganondorfs SideB
    you should release this falco psa with 2 special trows and the xexed fighter pac so ppl can see the code forthemselves that would help alot imo.
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    « Reply #181 on: August 26, 2012, 08:53:57 AM »


    you should release this falco psa with 2 special trows and the xexed fighter pac so ppl can see the code forthemselves that would help alot imo.
    luckly, character like falco can do it much easier and safer than characters like jigglypuff.
    but once brawlbox can rebuild PSA and Fighter.pac completly, I will update the guide

    and how will I release it? I dont have a PSAthread and if it are same rules here as in the model wip thread, I cant post it here D:
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    « Reply #182 on: August 26, 2012, 09:12:32 AM »


    and how will I release it? I dont have a PSAthread and if it are same rules here as in the model wip thread, I cant post it here D:
    Since Special Grabs are a big thing, I could sticky your Tutorial Topic.
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    « Reply #183 on: August 26, 2012, 10:08:49 AM »


    Question: Can you see if it works on mario? Also can you see if you can trigger it like a Final Smash? Kinda important to the Cerebella Project =3
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    « Reply #184 on: August 26, 2012, 11:43:47 AM »


    more progress!
    Falco has now 3 types of Throws!


    the normal grab and throws
    somehow, I had disable his throws so he cant throw dedede until he breaks the grab.
    but you can slide around how you want until the break and it's funny to watch 83


    The Aerial Special Grab. same as Captain Falcon!
    somehow, I noticed dedede gets freezed in air there he gets grabbed, not following the ThrowN bone


    The Grounded Special Grab! same as Ganondorf! and yes! we can use ganondorfs action now!
    same error on Aerial Special Grab, doesn't follow the ThrowN bone D:
    need to discover how it works!
    Since Special Grabs are a big thing, I could sticky your Tutorial Topic.

    yeay! my first sticky Happy Face

    Question: Can you see if it works on mario? Also can you see if you can trigger it like a Final Smash? Kinda important to the Cerebella Project =3

    you can do special throws on anyone!
    but some are easier than other. Falco was more easier than jigglypuff. mario is as hard as jigglypuff sadly D:
    and you can make it trigger on final smash, same as I did on B and side B :3
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    « Reply #185 on: August 26, 2012, 12:00:13 PM »


    A couple of throws follow the YRotN bone for some reason instead of ThrowN.  Try altering the position of that.
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    « Reply #186 on: August 26, 2012, 12:23:11 PM »


    you can do special throws on anyone!
    but some are easier than other. Falco was more easier than jigglypuff. mario is as hard as jigglypuff sadly D:
    and you can make it trigger on final smash, same as I did on B and side B :3
    ....excelent... now I can do the Show Stopper Super!! Please teach jiggy how to do it as I would love to animate that into her final Smash!
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    « Reply #187 on: August 26, 2012, 02:22:01 PM »


    A couple of throws follow the YRotN bone for some reason instead of ThrowN.  Try altering the position of that.
    I am sure that will not work cause every animation I used are using throwN bone.
    might be some kind of flag I have missed or something.

    worse case scenario would be flag in module file D:

    I MUST TEST TO GIVE FALCO YOSHI B GRAB TO TURN THEM INTO EGGS!
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    « Reply #188 on: August 26, 2012, 03:07:43 PM »


    I am sure that will not work cause every animation I used are using throwN bone.
    might be some kind of flag I have missed or something.

    worse case scenario would be flag in module file D:

    I MUST TEST TO GIVE FALCO YOSHI B GRAB TO TURN THEM INTO EGGS!
    O.o
    lol
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    Omniscient X
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    « Reply #189 on: August 26, 2012, 11:18:41 PM »


    Just wondering where I should post this:

    Added External GFX come completely anchored to the character and bones, interestingly enough they anchor based on the current bone's rotations (something not alot of standard GFX do).  So I figured out how to make animations that fall in line with animations.  All I need to complete this concept and make a tutorial is find out how to make hitboxes with offsets rotate with the bone...
    -Omni
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    « Reply #190 on: August 27, 2012, 10:48:03 PM »


    That's pretty cool Omni.

    Is that like how the super scope/cracker launcher work? if so, that'd be neat to have.
    « Last Edit: August 27, 2012, 10:49:48 PM by Royal_Blade » Logged

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    « Reply #191 on: August 27, 2012, 11:24:55 PM »


    I think so but I'll have to do more testing in order to make sure it just came in handy I had to have Ganondorf rip a big slab of rock out of the ground
    and throw it

    And I was able to have two options I could animate Ganondorf and the rock separately or just edit the ThrowN bones rotations each frame, I chose the former just to make sure the move was perfect.
    I believe you can hex in if you want the external GFX to be anchored or not so long as it loads from a brres file.
    -Omni
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    « Reply #192 on: August 28, 2012, 02:43:05 PM »


    That's great news!

    I've always wanted to try and get that working.

    I wanted to give Samus a charge and move neutral B.
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    « Reply #193 on: August 28, 2012, 03:12:14 PM »


    Gaahh!!! This is making me sturrcrazy! I wanna make the Show Stopper so bad now x.x
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    « Reply #194 on: August 28, 2012, 03:14:25 PM »


    a trow for a FS doesnt look very solid to me since you will get one kill at max imo
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