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Author Topic: ?uestion's Model Garage. Grim released 8/28. Feedback appreciated.  (Read 49673 times)
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?uestion
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    « Reply #75 on: August 26, 2013, 12:40:49 PM »


    Grim is over ganon as well. Pics will be up as soon as I can find my SD card xD

    Post Merge: August 26, 2013, 01:45:59 PM
    So Grim has his scythe in this picture. After he gets the smash ball.

    I also have another hack that I started that is VERY unorthodox in terms of rigging. I just have to fix up some glitches.

    A question: Does anyone know how to fix a glitch where the model becomes huge when blocking? Most of the model is, if I recall correctly, rigged to the ThrownN bone because it should not move with the rest of the model. Only the arms are rigged, and for that I had to flip the characters bones and rotate them.

    « Last Edit: August 26, 2013, 01:45:59 PM by ?uestion » Logged



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    « Reply #76 on: August 26, 2013, 07:20:22 PM »


    That's usually because a part of the model sits on ThrowN. Check your rig again.
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    ?uestion
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    « Reply #77 on: August 26, 2013, 09:15:26 PM »


    Most of it is actually rigged to ThrownN. I'll see if I can change it to TransN or something. Thanks.
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    « Reply #78 on: August 26, 2013, 09:31:42 PM »


    Yeah... that could cause problems... TransN is def. better.
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    « Reply #79 on: August 27, 2013, 01:08:06 AM »


    Most of it is actually rigged to ThrownN. I'll see if I can change it to TransN or something. Thanks.


    I usually go for the HipN. I do have a question to ask. I've never been able to fix the problem with my imports where their arms are raised, the shoulder dislocates. Here's what I mean.


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    ?uestion
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    « Reply #80 on: August 27, 2013, 08:18:03 AM »


    I would use HipN, but this rig is VERY different, and I had to completely rotate the bone structure upside down to make it work as I wanted. I have to edit the model a tad and change the rig to TransN.

    @ShadowLuigi-NG-
    That could just be the ratio of weights between the shoulder bone and the bust bone. Personally, I don't really rig much to the ShoulderN bones, just ShoulderJ and Bust. I guess you have to just keep trying and experimenting until you get the results you want.

    Coming back to BrawlHacks after leaving for a bit, I can see the difference between imports and vertexes. In my opinion, vertexes were more creative, but not always accurate (unless you were Beyond, or the like). Model imports look clean, but it's more trial and error and a bit more systematic. It's pretty much the same for every rig. That's why I try to do unorthodox rigs. It's a bit more fun because it tests my knowledge of the program a bit more, and that's also why I tried making a custom model.
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    « Reply #81 on: August 27, 2013, 11:41:27 AM »


    I don't know about you but I find model importing fun in general. It gives you such a nice feeling when something you created and rigged yourself works in Brawl even though it could use a little more touch-ups. Nothing beats the feeling I get when I see my successful import beating up Wario in Brawl.
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    « Reply #82 on: August 27, 2013, 12:04:02 PM »


    So quick question. This seems to be one of the more active threads. I know this is stupid but can anyone link a download to just a plain, t-posed sheik model? I cant get BB to export properly for the life of me and I dont have Garrys mod and I can find it anywhere else.
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    « Reply #83 on: August 27, 2013, 12:12:34 PM »


    Model importing is fun, but it does get repetitvie. Making custom models and importing them is the most satisfying in my opinion. Yes, they don't look as professional or clean, but you made it from scratch and that's a very fun process.

    I started trying to do more complex rigs like this one:


    This was tough... Right now it's rigged to the TransN bone, so the body doessn't move at all, and the arms are rigged accordingly. If I rig the mody to the ThrownN bone, it rotates correctly for different moves, but becomes huge when blocking.

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    « Reply #84 on: August 27, 2013, 12:14:32 PM »


    Why don't you rig the body to Hip, Waist, or Bust?
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    « Reply #85 on: August 27, 2013, 12:20:51 PM »


    The problem with that was that it would move with the model so the wait animation would cause the pillar on top to be at an angle whereas I want it to just hang down.

    Post Merge: August 27, 2013, 06:35:40 PM
    So I rigged the middle part to HipN. Here's the animation:

    Tell me what you think.
    « Last Edit: August 27, 2013, 07:20:32 PM by ?uestion » Logged



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    « Reply #86 on: August 27, 2013, 07:17:48 PM »


    Is its right fist supposed to detach like that?
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    « Reply #87 on: August 27, 2013, 07:26:36 PM »


    Well this is Bongo Bongo from Legend of Zelda Ocarina of Time. He doesn't really have forearms. He just has hands and upper arms.
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    « Reply #88 on: August 27, 2013, 07:31:30 PM »


    I see. I'm just asking because I don't know for sure. Your rig looks great though! You should test it in the game.
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    « Reply #89 on: August 27, 2013, 07:55:54 PM »


    Thanks! Yeah testing in-game comes next, but probably tomorrow. I'll do that and take pictures, but I also have to get around to releasing Grim. I have him finished, I just have to upload him at this point.
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