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Author Topic: WIP PSA Workshop  (Read 702253 times)
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ABloodyCanadian
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    « Reply #1470 on: July 12, 2014, 11:18:05 PM »


    For the side tilt, add some recoil coming from the gun.  It'll make the animation more interesting..and make a bit more sense since she's shooting it.   Actually think about adding shot recoil to all of the animations that shoot.  It seems like that's the main thing missing from them.

    I'll probably do that once I figure out which frames the hitboxes come out. I'd rather have a working moveset finished 1st before fine tuning animations. Filesize is a thing I should take note of after all... Then again, both of her guns fire at different rates, so that may be a thing to consider...
    « Last Edit: July 13, 2014, 07:19:36 AM by A Bloody Canadian » Logged


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    « Reply #1471 on: July 12, 2014, 11:31:52 PM »


    Yeah what Bloody Canadian said.  For example, take a look at link's back foot when it goes from "going back" to "coming  forward".
    The issue with using non-real references is that you'll also be inheriting/using/referencing any issues it has. 

    Do you mean near the ending of thee animation?

    If so, yeah, I need to fix that. Like, really bad.
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    « Reply #1472 on: July 13, 2014, 07:53:03 AM »


    I wouldn't worry too much about recoil. At the very least, try not to overdo it.

    Besides, as ABC said her two handguns fire at different rates.
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    « Reply #1473 on: July 13, 2014, 11:16:42 AM »


    a wip for my chaos o psa animations are by Bladewolf (Blaseth)

    <a href="http://youtu.be/YlJC9SYZnoo" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/YlJC9SYZnoo</a>
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    « Reply #1474 on: July 13, 2014, 11:19:49 AM »




    nothing to say here
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    « Reply #1475 on: July 13, 2014, 11:43:43 AM »



    nothing to say here
    I see wind physics for Mario's Cape?

    a wip for my chaos o psa animations are by Bladewolf (Blaseth)

    http://youtu.be/YlJC9SYZnoo
    I like the concept, yet the overall animation needs a bit of polish.
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    « Reply #1476 on: July 13, 2014, 11:45:14 AM »



    nothing to say here


    Pete confirmed for smash 4
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    « Reply #1477 on: July 13, 2014, 01:04:47 PM »


    I see wind physics for Mario's Cape?
    yes you did :3 made it for MarioDKs SMBZ mario
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    « Reply #1478 on: July 13, 2014, 01:07:52 PM »


    yes you did :3 made it for MarioDKs SMBZ mario
    Did you add these to Mario's Havok Data? Or did you use existing Havok Data from a different character?
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    « Reply #1479 on: July 13, 2014, 01:14:27 PM »


    Did you add these to Mario's Havok Data? Or did you use existing Havok Data from a different character?
    testing phaze, could add one more Havok Data which was Marth. MarioDK did do the model with the cape from Marth, so I used Marth Havok Data (mario has still his own)

    I will test if it works ti add Havok Data to those who doesnt already have it! example Kirby or Jigglypuff, would love if we got Tits Jiggle Physics~

    sadly, parshing out the Havok Data will be too much for me atm sadly since its mostly Maya and I sadly dont use it D:
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    « Reply #1480 on: July 13, 2014, 01:39:54 PM »


    testing phaze, could add one more Havok Data which was Marth. MarioDK did do the model with the cape from Marth, so I used Marth Havok Data (mario has still his own)
    That's what other users do if they want wind physics for certain things.

    would love if we got Tits Jiggle Physics~


    I will test if it works ti add Havok Data to those who doesnt already have it! example Kirby or Jigglypuff
    Adding would be phenomenal. That way, we won't be limited to the current wind physic bones. Could you also look into Diddy Kong's tail? Since that has wind physics, but it's only applied when he's being thrown by someone.
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    « Reply #1481 on: July 13, 2014, 01:56:33 PM »


    Havok data? O.o
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    « Reply #1482 on: July 13, 2014, 02:07:40 PM »


    Havok data? O.o

    Physics and gravity effecting things like dresses and whatnot.

    If I'm not mistaken, of course.
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    « Reply #1483 on: July 13, 2014, 02:13:11 PM »


    That's what other users do if they want wind physics for certain things.

    Adding would be phenomenal. That way, we won't be limited to the current wind physic bones. Could you also look into Diddy Kong's tail? Since that has wind physics, but it's only applied when he's being thrown by someone.

    so there was already discovered? w00t, I must living under a stone xD

    dont thing the Wind Physics affect it if it is a animations attach to it! when diddy get thrown, those bones doesnt have any animations, letting the physics do that work
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    « Reply #1484 on: July 24, 2014, 02:22:30 PM »


    So I started to work on Roy's new Final Smash



    I know exactly how I want to code it, but the problem is there... Why does he stomp his foot? (I'm assuming TSG or KJP are going to show up and help out :V)


    I realize that the sword is being held awkwardly.

    The beginning is his new wait (sword is sheathed), in the animation, Roy pulls out and spins his sword (so model changers will be used, didn't show the spinning in the gif), and then throw out a tornado of fire.

    Fixed the problem when I reanimated the end of the animation



    I added more inbetweens, so it's slightly different than the gif that's shown above, but it's pretty much the same.

    Post Merge: July 25, 2014, 06:01:21 PM
    New Roy Taunt/Entry animation



    I'll probably add more of a pause when he raises the sword, so it bursts into flame before he spins it and sheaths it.
    « Last Edit: July 25, 2014, 06:01:23 PM by Captain Falcon » Logged



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