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Author Topic: WIP PSA Workshop  (Read 697072 times)
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Ӄit ßallarɖ
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    « Reply #225 on: September 06, 2012, 04:06:03 PM »


    What are the issues with the model?
    Figured out how to fix the new issue =p I'll be working on her again later XD
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    « Reply #226 on: September 06, 2012, 04:13:21 PM »


    Awesome
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #227 on: September 09, 2012, 06:01:15 AM »


    With full permission from SDoom of course .-.
    Though hes still full of issues.
    1. He tends to go into the ground to above his ankle desipte being animated to perisition in BB
    2. Old animations shoot him super far above ground
    3. Feet and legs don't respond to animations ingame as they do in brawlbox (Which is why they look like they do)
    4. Snap back (Accidentally deleted a bone before the transN eaisly fixable)
    Luckily I've experienced these issues before and I can, in fact, fix them



    I've studied Joe in UMvC3 and as a result this is what he does have
    1. Full set of scarf bones attached to the head, almost one for each row of vertices
    2. Full mouth rig, featuring 5 bones per lip
    3. Eye bones, for more awesome expressions
    Extras
    1. UMvC3 Shading
    2. Bumped textures, for more detail
    3. Dat Ass
    « Last Edit: September 09, 2012, 06:04:38 AM by Pervy » Logged


    DoctorFlux(Mariodk)
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    « Reply #228 on: September 09, 2012, 06:09:15 AM »


    With full permission from SDoom of course .-.
    Though hes still full of issues.
    1. He tends to go into the ground to above his ankle desipte being animated to perisition in BB
    2. Old animations shoot him super far above ground
    3. Feet and legs don't respond to animations ingame as they do in brawlbox (Which is why they look like they do)
    4. Snap back (Accidentally deleted a bone before the transN eaisly fixable)
    Luckily I've experienced these issues before and I can, in fact, fix them



    I've studied Joe in UMvC3 and as a result this is what he does have
    1. Full set of scarf bones attached to the head, almost one for each row of vertices
    2. Full mouth rig, featuring 5 bones per lip
    3. Eye bones, for more awesome expressions
    Extras
    1. UMvC3 Shading
    2. Bumped textures, for more detail
    3. Dat Ass
    looks epic
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    SiLeNtDo0m
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    « Reply #229 on: September 09, 2012, 08:29:21 AM »


    With full permission from SDoom of course .-.
    Though hes still full of issues.
    1. He tends to go into the ground to above his ankle desipte being animated to perisition in BB
    2. Old animations shoot him super far above ground
    3. Feet and legs don't respond to animations ingame as they do in brawlbox (Which is why they look like they do)
    4. Snap back (Accidentally deleted a bone before the transN eaisly fixable)
    Luckily I've experienced these issues before and I can, in fact, fix them



    I've studied Joe in UMvC3 and as a result this is what he does have
    1. Full set of scarf bones attached to the head, almost one for each row of vertices
    2. Full mouth rig, featuring 5 bones per lip
    3. Eye bones, for more awesome expressions
    Extras
    1. UMvC3 Shading
    2. Bumped textures, for more detail
    3. Dat Ass



    Viewtiful Tears more like.  So much hype for this.  I swear once this is done to the point where you're happy with it I'm going to take it and steadily animate it over time.  Little bit by bit.  It will take months, due to all the bones there are to play around with but when it's done I assure you, it will be masterclass.
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    « Reply #230 on: September 09, 2012, 08:41:47 AM »


    With full permission from SDoom of course .-.
    Though hes still full of issues.
    1. He tends to go into the ground to above his ankle desipte being animated to perisition in BB
    2. Old animations shoot him super far above ground
    3. Feet and legs don't respond to animations ingame as they do in brawlbox (Which is why they look like they do)
    4. Snap back (Accidentally deleted a bone before the transN eaisly fixable)
    Luckily I've experienced these issues before and I can, in fact, fix them



    I've studied Joe in UMvC3 and as a result this is what he does have
    1. Full set of scarf bones attached to the head, almost one for each row of vertices
    2. Full mouth rig, featuring 5 bones per lip
    3. Eye bones, for more awesome expressions
    Extras
    1. UMvC3 Shading
    2. Bumped textures, for more detail
    3. Dat Ass
    Please tell me he'll work with V. Joe over Yoshi. ;-;
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    « Reply #231 on: September 09, 2012, 08:59:38 AM »


    Please tell me he'll work with V. Joe over Yoshi. ;-;

    Not promising anything and I'm not going to make sure when I don't really give a [censored] about rel ports. Your free to experiment when it's released though
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    SiLeNtDo0m
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    « Reply #232 on: September 09, 2012, 09:12:01 AM »


    Please tell me he'll work with V. Joe over Yoshi. ;-;

    He won't even be optimised over the Falcon version.  Because it's a custom boneset, it needs to be re-animated, hence why I said I would remake him with better animations, better balance, cleaner hitboxes (looking back, Joe's disjoints were absolutely retarded) and more Viewtiful-ness.

    Kinda wish he was over Toon Link the more I think about it.  It would allow me to make a more authentic PSA due to him having a boomerang and bombs already.
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    « Reply #233 on: September 09, 2012, 09:25:14 AM »


    I do believe you can actually shove the model over anyone so long as he has the same amount of bones or more(Which I believe he does) and your willing to completely restart PSA work. I'll continue heading for a stable version over Falcon but I can optimize a version for toonlink if you do so desire, along with taking the falcon animations and putting them over him
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    Kagemaru
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    « Reply #234 on: September 09, 2012, 09:46:46 AM »


    Do that..., toon link needs psas
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    The thing that pisses me off about Project: M the most is that Sheik's chain doesn't tether ledges anymore. WHY THE NERF? :/

    If only hacking Brawl paid bills.

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    « Reply #235 on: September 09, 2012, 09:53:40 AM »


    Well, considering I was both planning on redoing the animations and the PSA stuff I'd love to see it happen Smiley  And past experience has told me that people don't like replacing Falcon.
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    Segtendo
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    « Reply #236 on: September 09, 2012, 09:58:46 AM »


    Oh man.
    That sexy model+SDo0m's sexy animations=the greatest PSA ever. It'll be amazing.
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    « Reply #237 on: September 09, 2012, 01:14:23 PM »


    Well, considering I was both planning on redoing the animations and the PSA stuff I'd love to see it happen Smiley  And past experience has told me that people don't like replacing Falcon.

    All right, in that case I'll do what I forgot to do and make him naturally toonlink sized, instead of begin sized that way though animations. It wont take long cuse i can save rigs <-< >-> Now give me an interesting idea for the eye yellow o0o
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    SiLeNtDo0m
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    « Reply #238 on: September 09, 2012, 01:21:22 PM »


    Now give me an interesting idea for the eye yellow o0o


    Easy.  He gains his face cover:



    <a href="http://youtu.be/T52G-vePmR8?t=4s" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/T52G-vePmR8?t=4s</a>
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    « Reply #239 on: September 09, 2012, 05:42:02 PM »


    Hate to interrupt the conversation but just saying I've narrowed down the parts of the models that must be hexed if you want to anchor them to about a 6 line piece of the code.

    Also working with using an overlay from PSA to effect those textures that take samples from the stage: Right now both Zeus's Tornado and Rock Slab self sample.  The tornado integrates the color from the sky while the slab takes a palette from the stage itself (although it seems to mess up and sample gold from Stage Builder Stages).

    Tornado taking shadows form the clouds in skyworld:
    Rock Slab taking earth from Bridge of Eldin:
    -Omni
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