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« Reply #330 on: July 09, 2010, 05:17:18 PM » |
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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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« Reply #331 on: July 09, 2010, 10:26:18 PM » |
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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 » |
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cant wait
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Personas: Rikku Fabool (FFX-2), Yuzuki Yukari ( Vocaloid 3), Shuichi Shindou ( Gravitation), Sunao Fujimori (Sukisyo), Belphegor ( Katekyo Hitman Reborn) ,Juliet Starling (Lollipop Chainsaw), Roxy ( Final Fight), Human Duskull (Pokemon), Human Haunter (Pokemon), Human Jirachi (Pokemon), Boris Airay (Alice in the Country of Hearts). Monica (Dark Cloud 2) CoCo Bandicoot (Crash Bandicoot) Galaco (Vocaloid 3), Uni (Hyperdimension Neptunia Mk2), Anime Lady GaGa (Nuff Said) Teto Kasane (Utau), Grell Sutcliff (Black Butler), Iris Heart (Hyperdiminsion Neptunia Victory) [When Pride isn't using her >w>]
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« Reply #333 on: July 10, 2010, 02:55:09 PM » |
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Okay, thank you ^_^
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« Reply #334 on: July 11, 2010, 08:49:02 AM » |
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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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Check out my YouTube Channel! -
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« Reply #335 on: July 13, 2010, 12:03:15 AM » |
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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 » |
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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 » |
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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 » |
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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.
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« Last Edit: July 14, 2010, 02:05:52 AM by RydiaFromFF2 »
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« Reply #339 on: July 17, 2010, 07:16:59 AM » |
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I don't like NAAARUUUTOOO but this might actually turn out cool
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Persona's:
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« Reply #340 on: July 22, 2010, 10:21:47 AM » |
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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.
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« Last Edit: July 22, 2010, 10:26:07 AM by RydiaFromFF2 »
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« Reply #341 on: July 25, 2010, 01:44:20 PM » |
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I take this project is on hold for a bit?
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« Reply #342 on: July 25, 2010, 01:46:05 PM » |
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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 » |
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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 » |
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in-game picture
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