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Author Topic: Naruto EX3 Custom Animations Recruit (UPDATE: MOTION PAC! 7/7)  (Read 115190 times)
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xZedkiel
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    « Reply #330 on: July 09, 2010, 05:17:18 PM »


    So what exactly is done? o: The list confuses me with the names, and the "done", and the blanks, and the "working", and whatnot.
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    Ӄit ßallarɖ
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    « Reply #331 on: July 09, 2010, 10:26:18 PM »


    Done means it's working. Working means someone's already working on building the animation. Blanks I'm sure are the one's that not got an animation artist assigned to it.
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    « Reply #332 on: July 10, 2010, 04:26:28 AM »


    Tongue cant wait
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    « Reply #333 on: July 10, 2010, 02:55:09 PM »


    Okay, thank you ^_^
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    piggybank67
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    « Reply #334 on: July 11, 2010, 08:49:02 AM »


    Okay, thank you ^_^

    Are u planning on helping? we could really use the help!
    im pretty busy and i was the main animator for this project
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    Ӄit ßallarɖ
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    « Reply #335 on: July 13, 2010, 12:03:15 AM »


    I have some animation ideas for ThrowB, ThrowF, and ThrowLw... but I have a problem. I made the CatchWait and everytime i grab someone it looks like they are giving naruto Head (though the Sakura skin over pit oddly fit that picture nicely..). I've tried moving the ThrowN around but I get the same result. Any help would be great ^_^
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    « Reply #336 on: July 13, 2010, 04:27:30 AM »


    I don't know if it can be fixed (due to probably having a bone with the original ThrowN boneindex placed there).
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    « Reply #337 on: July 13, 2010, 05:17:13 AM »


    hmm... If that's the case then I dono if I could even animate Naruto's throws to how I'd need them to look without the char's responce.
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    « Reply #338 on: July 14, 2010, 02:03:32 AM »


    sorry about the Double. Is there any way to stop him from blinking Black? It's driving me nuts with my ingame tests.

    On a good note though I got EscapeN and CatchWait done. i was going to do the throws but I dono how the grabbed chars will react... would make the arm length hard to judge.
    « Last Edit: July 14, 2010, 02:05:52 AM by RydiaFromFF2 » Logged

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    « Reply #339 on: July 17, 2010, 07:16:59 AM »


    I don't like NAAARUUUTOOO but this might actually turn out cool
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    « Reply #340 on: July 22, 2010, 10:21:47 AM »


    Atm I have CatchWait, EscapeB, and EscapeN. Catch Wait was easy enough to do. You guys already know about my EscapeB. EscapeN Was within the already default frames so I did a swift work with it. Also attempted using the mouth bones which came out really good. It's hard to see though with the black flashing of the model.

    I would work on the throws but with CatchWait making the chars giving head, I'm worried about trying to make the animation to properly animate the foe being thrown.
    « Last Edit: July 22, 2010, 10:26:07 AM by RydiaFromFF2 » Logged

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    « Reply #341 on: July 25, 2010, 01:44:20 PM »


    I take this project is on hold for a bit?
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    « Reply #342 on: July 25, 2010, 01:46:05 PM »


    Pretty much yes.
    I for one am waiting for the Naruto vertex.
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    « Reply #343 on: July 25, 2010, 01:47:37 PM »


    I guess I can second the new vertex. I do hope it fixes a few problems, though I wonder if I'll have to redo the EscapeN's mouth with the redo.
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    « Reply #344 on: August 03, 2010, 09:53:08 AM »


    in-game picture
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