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Author Topic: Large Leader's PSA's™: Closing!  (Read 354014 times)
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powerofthe17
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    « Reply #825 on: September 05, 2014, 09:09:56 PM »


    oooh the shulk hype is too strong "i'm really felli'n it!" lol but yeah man nice work can't wait to see how this turnes out keep up the good work! Grin lol btw are you doing any more final fantisy psa's or are you going to do another character psa like say for instances ratchet from ratchet and clank Smiley
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    « Reply #826 on: September 05, 2014, 09:14:22 PM »


    I'll try my best to get the animations done by tomorrow. Chances are that for Beta, Monado Arts will only have 1 animation no matter which one you choose.

    And his FS will still probably be Ike's, for the Beta.

    So what will probably get rolled out for a Tuesday release (I'm not sure if I can, but I sure will try)

    =Back Slash (Ground and Aerial)

    =Air Slash [Start up and follow up slash] (Ground and Aerial)

    =Monado Arts [Will probably only switch to one Art and then default mode] (Ground and Aerial). It won't allow you to run around while cycling through the Art(s). So for the beta, it'll be a quick animation into a mode change.

    =Visions [1 version of the counter] (Ground, don't know how the aerial animation looks)



    I'll try to get to the FF PSA's after Shulk. But I have to rig the models first, which shouldn't be too bad.

    Chances are, I'll prioritize Dark Link over them. But we'll see.
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    « Reply #827 on: September 05, 2014, 09:16:24 PM »


    oooh nice i like that can't wait to test out the beta Smiley also smarth idea about the arts so will you eventually give them different animations for later beta's?
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    « Reply #828 on: September 05, 2014, 09:19:43 PM »


    I'll try my best to get the animations done by tomorrow. Chances are that for Beta, Monado Arts will only have 1 animation no matter which one you choose.

    And his FS will still probably be Ike's, for the Beta.

    So what will probably get rolled out for a Tuesday release (I'm not sure if I can, but I sure will try)

    =Back Slash (Ground and Aerial)

    =Air Slash [Start up and follow up slash] (Ground and Aerial)

    =Monado Arts [Will probably only switch to one Art and then default mode] (Ground and Aerial). It won't allow you to run around while cycling through the Art(s). So for the beta, it'll be a quick animation into a mode change.

    =Visions [1 version of the counter] (Ground, don't know how the aerial animation looks)



    I'll try to get to the FF PSA's after Shulk. But I have to rig the models first, which shouldn't be too bad.

    Chances are, I'll prioritize Dark Link over them. But we'll see.
    Shulk's Arts having one animation is fine by me. And the FS being the same is also cool. At my club, we don't use Smash Balls anyway.

    And as long as he has his Specials, I'm fine with that being the beta~ Like I said, the specials are what I care the most about.
    « Last Edit: September 05, 2014, 09:22:16 PM by hinata2000100 » Logged

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    powerofthe17
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    « Reply #829 on: September 05, 2014, 09:24:32 PM »


    yup true with out specials he would look weird lol Smiley
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    « Reply #830 on: September 06, 2014, 08:43:13 AM »


    oooh nice i like that can't wait to test out the beta Smiley also smarth idea about the arts so will you eventually give them different animations for later beta's?


    Hopefully, I'll be able to make it so that when you first activate it that you can also run around before choosing the Art you want to use. And yes, hopefully I'll beable to give him different animations for when he chooses an art.

    Post Merge: September 06, 2014, 09:33:56 AM
    And here's the first attack of visions. I might add more frames for when he "lands" to make it a bit longer. But the animation is pretty long as is. About 200 frames.



    He will go in the air a bit when he slashes. Will give him a small jump in BBox.
    « Last Edit: September 06, 2014, 09:33:57 AM by Captain Falcon » Logged



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    « Reply #831 on: September 06, 2014, 10:01:27 AM »


    Hopefully, I'll be able to make it so that when you first activate it that you can also run around before choosing the Art you want to use. And yes, hopefully I'll beable to give him different animations for when he chooses an art.

    Post Merge: September 06, 2014, 09:33:56 AM
    And here's the first attack of visions. I might add more frames for when he "lands" to make it a bit longer. But the animation is pretty long as is. About 200 frames.



    He will go in the air a bit when he slashes. Will give him a small jump in BBox.

    That's pretty good animation~ I like how long it is. So, now you almost have the animations for all the specials done, right? You just need the Monado Art animation, if I'm keeping track correctly.
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    « Reply #832 on: September 06, 2014, 10:09:19 AM »


    That's pretty good animation~ I like how long it is. So, now you almost have the animations for all the specials done, right? You just need the Monado Art animation, if I'm keeping track correctly.

    Yep, and then all that's left is the coding.

    I forgot... which art does what?
    « Last Edit: September 06, 2014, 10:12:21 AM by Captain Falcon » Logged



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    « Reply #833 on: September 06, 2014, 10:14:13 AM »


    Yep, and then all that's left is the coding.

    I forgot... which art does what?
    Do you mean, like, the effect they have on Shulk? If so, here:

     翔 (Jump): Higher jumps, lower defense.
     疾 (Speed): Faster movement, weaker attacks.
     盾 (Shield): Higher defense, slower movement.
     斬 (Buster): Stronger attacks, weaker launch ability.
     撃 (Smash): Stronger launch ability, weaker attacks, lower defense against launching.
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    « Reply #834 on: September 06, 2014, 10:32:26 AM »


    Here's Buster



    Not really happy with it. But eh.
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    « Reply #835 on: September 06, 2014, 10:34:06 AM »


    Here's Buster



    Not really happy with it. But eh.

    Yeah, I can see where you could improve it, but whatever. It's good enough for me.
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    « Reply #836 on: September 06, 2014, 10:37:00 AM »


    Here's Buster



    Not really happy with it. But eh.


    Its a little off but it's pretty good not bad Smiley

    Post Merge: September 06, 2014, 10:38:15 AM
    Maybe you should move his right leg back a little and bring down the hips then it should look a little better Smiley
    « Last Edit: September 06, 2014, 10:38:15 AM by powerofthe17 » Logged

                 
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    « Reply #837 on: September 06, 2014, 10:48:01 AM »


    So all I have to do now is export the animations and start coding them. Here we go.
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    « Reply #838 on: September 06, 2014, 11:06:50 AM »


    So all I have to do now is export the animations and start coding them. Here we go.
    Now begins the hard part, I assume. Coding and whatnot sounds difficult.
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    « Reply #839 on: September 06, 2014, 11:11:11 AM »


    Yes now it's time to get to the meat of the meal and man coding can be a [censored] sometimes I hate coding which is hard for me to do certain psa's so I feel your pain captain Smiley and good work even though exporting animations from Maya can take long unless you get used to it like me it'll take minutes Smiley but again good progress Cheesy
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