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Author Topic: WIP PSA Workshop  (Read 697271 times)
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DoctorFlux(Mariodk)
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    « Reply #1050 on: January 28, 2014, 06:41:43 AM »


    I don't know how to import havok files with Brawlbox, but it's possible to give Mario physics by heavily modifying another character's motionetc files with Mario's.
    i hope its possible since im needing it for: Mario(SMBZ moveset with Cape),Pit(Goku´s SSJ3 hair) but pit got physics bones for some parts of his cloth and maybe afew more PSAs
    i think i will look into it onces im back to modding again (as i hope i am soon)
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    « Reply #1051 on: January 28, 2014, 07:31:53 AM »


    Basicly I'm just renaming the physics bone names using a hex editor.
    See the spoiler for more details.
    I'm using Ness' motionfile as an example.
    I'm not sure yet why, but havok uses the physics two places in the motion file. I moved the physics bone from BagJ, which is connected to BustN to HairN which is a custom bone connected to HeadN.


    The ragdoll_BustN controls the collision which can also be edited to other bones if you want to move a character's hair bones to a tail for example.


    Sadly I don't know how to duplicate the physics bones, but it's somewhat possible to replace physics using characters like Peach or Zelda to for example Ness gives lots of physics bones to use. That's just the info I managed to gather from just fooling around the file using a hex editor.

    Edit: I believe in the video I edited peach' physics from her hair bones (HairAN->DN) to her WaistN->BustN->NeckN->HeadN, which made her look so weird.


    I see you're experimenting with physics files......

    As you look in a hex editor, you can see that these are maya .mb files, but when opened in Maya even with the appropriate model, nothing happens.

    What we need to do is to figure out how to change the base XYZ translations of said physics system so you don't get weird results when changing bones.
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    « Reply #1052 on: January 29, 2014, 01:48:32 PM »


    Another Raptor preview. With a twist...
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    « Reply #1053 on: February 01, 2014, 11:54:02 AM »


    Super Smash Bros. Brawl Hacks: Episode 17- Amy Rose Preview.
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    « Reply #1054 on: February 01, 2014, 12:17:43 PM »




    Nice work on the PSA but not to
    be nit picky, I think some of her animations
    could use a little more expression. Smiley
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    « Reply #1055 on: February 01, 2014, 12:38:09 PM »


    Nice work on the PSA but not to
    be nit picky, I think some of her animations
    could use a little more expression. Smiley
    Her Animations need more than just expressions. They need major polish. Though the Idle pose is good.
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    « Reply #1056 on: February 01, 2014, 08:28:39 PM »


    Just a little running animation for the metal sonic over wolf PSA. Using Soutcraft's metal sonic over sonic's animation as a base, and I just have to finish fixing the proportions. Not exactly custom, but it is my first animation after all Tongue
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    « Reply #1057 on: February 01, 2014, 08:42:41 PM »


    Her Animations need more than just expressions. They need major polish. Though the Idle pose is good.
    Kagemaru maid them in like, an hour or something like that. but yeah, i think i can fix them up
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    « Reply #1058 on: February 02, 2014, 07:02:48 PM »


    Her Forward Smash or whatever that chargeable hammer attack is needs an animation fix to make the hitboxes actually work properly. Secondly, the Side Special hammer dash ought to have fewer hits with more horizontal knockback. In effect, it should hit once per swing, but each swing should push the foe inescapably into the next swing.

    That burying hit needs a LOT of work. Probably have her pull her arm way back and put her whole body into a massive, full-momentum one-handed swing. And have a puff of smoke GFX when her hammer appears or disappears.

    Up Special needs more pink tornado, more visible startup (have her make like she's gonna Shoryuken you with her hammer), more actual duration, and a spin-in-place at the top (like Toon Link's Spin Attack in the air). Also, same advice as Side Special: less re-hit rate, more real knockback.

    Running animation looks a little awkward, but that idle is pretty good.
    « Last Edit: February 02, 2014, 07:09:21 PM by JamietheAuraUser » Logged


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    « Reply #1059 on: February 03, 2014, 05:57:47 PM »


    Making gifs... is really tedious.

    basically you have to screen shot each frame in brawlbox... without moving the screen camera. Then paste it into paint or something... then upload all the pictures to a gif making website.... it'll run all the pictures after each other for you which will give the illusion of movement.

    At least thats how I make gifs... unless someone knows an easier way to do it

    I believe there is a setting in brawlbox. That's how I did it.
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    « Reply #1060 on: February 03, 2014, 06:18:01 PM »


    Her Forward Smash or whatever that chargeable hammer attack is needs an animation fix to make the hitboxes actually work properly. Secondly, the Side Special hammer dash ought to have fewer hits with more horizontal knockback. In effect, it should hit once per swing, but each swing should push the foe inescapably into the next swing.

    The one with the bigger hammer is the N-B. I have no clue whay it only sometimes works. Looking into that. As for the side special, i coppied it exactly from the Ice Climbers, but i might do that.

    Quote
    That burying hit needs a LOT of work. Probably have her pull her arm way back and put her whole body into a massive, full-momentum one-handed swing. And have a puff of smoke GFX when her hammer appears or disappears.
    Alright. I could do that

    Quote
    Up Special needs more pink tornado, more visible startup (have her make like she's gonna Shoryuken you with her hammer), more actual duration, and a spin-in-place at the top (like Toon Link's Spin Attack in the air). Also, same advice as Side Special: less re-hit rate, more real knockback.
    The torndao is only there for a bit because the animation is short. I might have Kage edi thte animation to make it longer and such.

    Quote
    Running animation looks a little awkward, but that idle is pretty good.

    Im not using that. Only the Wait Fall and Specials are changed.
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    « Reply #1061 on: February 03, 2014, 06:23:04 PM »


    I believe there is a setting in brawlbox. That's how I did it.

    You do realize that Kage posted that 2 years ago, right?
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    « Reply #1062 on: February 04, 2014, 09:39:20 AM »


    i hope its possible since im needing it for: Mario(SMBZ moveset with Cape),Pit(Goku´s SSJ3 hair) but pit got physics bones for some parts of his cloth and maybe afew more PSAs
    i think i will look into it onces im back to modding again (as i hope i am soon)
    I will recommend using Peach's or Zelda's physics, because the physics are already set to the hair, which makes the process almost done.

    I see you're experimenting with physics files......

    As you look in a hex editor, you can see that these are maya .mb files, but when opened in Maya even with the appropriate model, nothing happens.

    What we need to do is to figure out how to change the base XYZ translations of said physics system so you don't get weird results when changing bones.
    It seems like they used Maya version 7.0.1, if it helps with anything.
    Is it possible to use a Havok plugin for Maya?
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    « Reply #1063 on: February 04, 2014, 10:11:50 AM »


    I tried that but nothing happened to the scene. Whatever plugin they use must be a special version.
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    « Reply #1064 on: February 04, 2014, 10:19:11 AM »


    The one with the bigger hammer is the N-B. I have no clue whay it only sometimes works. Looking into that. As for the side special, i coppied it exactly from the Ice Climbers, but i might do that.
    I just feel like Amy really ought to be a somewhat power-based character, and that the best way to accomplish the feel of that is to emphasize every individual hit, even on multi-hit moves.

    Quote
    Alright. I could do that

    The torndao is only there for a bit because the animation is short. I might have Kage edi thte animation to make it longer and such.
    Yeah, the animation definitely ought to be a lot longer. I personally think that the animation ought to end when she stops rising from the momentum boost. That way, there are more actual hits to the move, which will make it usable for actual attacking, and her recovery won't be gimp/edgehog bait.

    Quote
    Im not using that. Only the Wait Fall and Specials are changed.
    Ah, yeah. That clears things up.
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