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Author Topic: Drako Yoshi - V1 RELEASE + Vertex for V2?  (Read 36246 times)
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SiLeNtDo0m
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    « Reply #30 on: June 18, 2010, 10:38:07 AM »


    It was definately the PSA.  I've made another (which has less problems too YAY) and it works great!!
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    « Reply #31 on: June 19, 2010, 12:27:00 PM »


    Also @theshyguy I altered the animation so that he rises but I'm still unable to move him up or down (though I can move him left and right).  Do I need to use a Set Air/Ground or Set Edge Slide?

    EDIT: Since the Up B was causing problems on the ground, I've decided to change it completely.  Now it does an attack called Wyvern Screech.
    « Last Edit: June 21, 2010, 01:37:24 PM by SiLeNtDo0m » Logged


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    « Reply #32 on: June 21, 2010, 11:35:03 PM »


    How's the psa coming along? Havnt heard anything in a while...
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    SiLeNtDo0m
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    « Reply #33 on: June 22, 2010, 12:16:06 AM »


    Great!!  Everythings working great in fact I'll release this fairly soon I just gotta do the Final Smash.
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    « Reply #34 on: June 22, 2010, 06:56:38 AM »


    O nice can't wait..
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    « Reply #35 on: June 23, 2010, 12:09:18 PM »


    Another bump to say that there is a NEW VID showing the full moveset!!  As you can see I'm almost done with the PSA.  I just gotta edit some of the attack damages+fix the grounded Up B+fix the Final Smash.
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    « Reply #36 on: June 23, 2010, 12:13:24 PM »


    THAT MOVESET IS AMAZING!! But I need to ask one favor. How, Please tell me, HOW did you get his wings to animate with the rest of his model!?

    You could help me greatly with my project. (See sig)
    « Last Edit: June 23, 2010, 12:17:41 PM by Roo525 » Logged

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    « Reply #37 on: June 23, 2010, 12:18:29 PM »


    Basically since with Yoshi his wings are an article, I used a Set Article Action (depending on the Animation Data in the FitCHAR##.pac you put in a different value; for the majority of Yoshi's animations I used 01, FinalFly).

    Thanks very much btw   Cheesy
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    « Reply #38 on: June 23, 2010, 12:28:53 PM »


    I dunno how to do all that!! Looks like I'll have to get some of my PSA slaves friends to help me.  Azn
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    « Reply #39 on: June 23, 2010, 12:42:26 PM »


    Well it really depends on whether the wings you have for Flandre are an Article or an actual part of her model.  If they are an Article you can use the method I said however if they are part of the model then you will need to physically animate them in all the animations Sad
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    « Reply #40 on: June 23, 2010, 01:09:11 PM »


    Well it really depends on whether the wings you have for Flandre are an Article or an actual part of her model.  If they are an Article you can use the method I said however if they are part of the model then you will need to physically animate them in all the animations Sad

    I wish they were part of the model. That would be SO much easier actually. But sadly, no, they are an article. They actually ARE yoshi's final smash wings, replaced with Falco's blaster. She's ported over Falco.
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    « Reply #41 on: June 23, 2010, 02:02:44 PM »


    Ah ok then I can try my best to help you.  Basically if you want the wings to stay there forever+do animations here's what you do:
    First is the Brawlbox stage:

    1) Open up a FitYoshi0#.pac file and export the bottom 5 Animation Datas [0 to 4]
    2) Open up your FitFalco0#.pac/pcs file (Flandre's file) and create new Animation Datas and name them the same names as your exported Animation Datas.
    3) Replace the Animation Datas in your Flandre file with the ones that you exported.

    Now that you have the animations there, onto PSA:
    1) Go to your Wait1, Win1, Win2, Win3 and Lose subactions and place a Generate Article 1 (?whatever Falco's Blaster is?) parameter in all of them (in the "Other" section would probably be best)
    2) Then also add a Set Article Action to the "Other" tab of all of the above actions.  Here is a list of the values for the article animations:
    0 = FinalStart (where the wings appear)
    1 = FinalFly (the most useful one, where the wings naturally flap)
    2 = FinalTurn (for when your character turns)
    3 = FinalFireCannon (the rotate upward slightly, not too useful on a general scale)
    4 = FinalEnd (where the wings disappear)

    Basically I'd recommend using Set Article Action 1 (note: you only need to set the article animation to the Wait1 pose).

    That's it basically. 
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    « Reply #42 on: June 23, 2010, 02:31:57 PM »


    That may be helpful... possibly. I just need to learn about PSA... Alot .

    I truly know nothing. I use my brawl hacking for model hacking.
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    « Reply #43 on: June 23, 2010, 03:41:23 PM »


    *sniff, sniff* so beautiful.
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    « Reply #44 on: June 24, 2010, 12:11:34 PM »


    Please release beta.....

    Please *snif, sniff*
     Oh shi~
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