humble
Smash Ace
Interesting, do you plan to release today for beta?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Personally I believe it's possible with what we have now... there has to be something we're missing that could be screwed with using the tools we have now. There is always a way around. I wish I really knew enough to find out what can be done, but I really don't. I'm usually right when it comes to nagging suspicions about stuff like this, though.well, if you had read even the page you were posting on, you would have seen several posts where we told people the Sonic characters aren't playable. They have 24 bones, you need at least 29 to work on an Alloy, tails simply doesn't work.
You could make them articles on a character, then make the character invisible for every frame and use the article on every frame, and give the article animations for the actions the character executes. It would make them a pseudo character I suppose, but it would be tough to do without going over the file size limit.Personally I believe it's possible with what we have now... there has to be something we're missing that could be screwed with using the tools we have now. There is always a way around. I wish I really knew enough to find out what can be done, but I really don't. I'm usually right when it comes to nagging suspicions about stuff like this, though.
I did, on Mario and Bowser. Neither worked.Meta Ridley has 106 bones, you could have done him over pretty much anyone except maybe rob. Did you even test him on a normal character?
I would only use Olimar because I don't like him and could care less if he's there or not.If you swap over olimar you'll have to deal with his pikmin. Pick someone without shenanigans like tethers and junk.
Animal Crosser! Forgot about that guy...! Someone has GOT to try him out..!Out of curiosity, has anyone tried any of the animal crossing models?
That'd be a pain and not the solution I had in mind.You could make them articles on a character, then make the character invisible for every frame and use the article on every frame, and give the article animations for the actions the character executes. It would make them a pseudo character I suppose, but it would be tough to do without going over the file size limit.
Out of curiosity, I went into the first of the stage's 5 pac files. It contained models for 3 'boy' characters and 2 'girl' characters, which all have 33 bones. So did a character named 'Masutaa' (no idea who that is). Also of note was the model for what looked like K.K. Slider, which unfortunately had only 17 bones. Almost all of the background character models had less than 20 bones, so it's unlikely that you'll be able to get any of them to work.Animal Crosser! Forgot about that guy...! Someone has GOT to try him out..!
The three boy characters and the 2 girl characters might work, did you test them?Out of curiosity, I went into the first of the stage's 5 pac files. It contained models for 3 'boy' characters and 2 'girl' characters, which all have 33 bones. So did a character named 'Masutaa' (no idea who that is). Also of note was the model for what looked like K.K. Slider, which unfortunately had only 17 bones. Almost all of the background character models had less than 20 bones, so it's unlikely that you'll be able to get any of them to work.
Can someone please explain to me what N64billy was talking about a bit clearer, I don't understand...Awesome Turtwig.
Open the pac of the character you are putting Dialga on top of, and find out what the bone ID of the TransN bone is, then, open your pac with Dialga imported over it. Find the bone with that bone ID (For Dugtrio, it was randomname_RotN, which is unsed anyways)
Treat that bone as if it were TransN! There is no need to rename the bone as long as that same ID moves correctly. Give it a go and let me know how it goes/if you need more help.
EDIT: You might get a problem where he teleports directly to the end of the animation. If you get this, put 0 as the value for frame 1, and once your last frame is keyframed, go through and keyframe ONLY THE Z movement of the values in between. It takes a few minute, but it will solve the problem.
Go into the alloys .motion, and find the Bone ID for the alloys bone called TransN. Then open the .motion you are using for dialga, and using the Bone ID number you got from the alloys TransN bone, you look at Dialga's bones until you see one with that same number. Then in PSA, when for the original characters movements used TransN, use the bone which has the same Bone ID for Dialga instead, so that it works in the same manner.Can someone please explain to me what N64billy was talking about a bit clearer, I don't understand...
Yeah, that has nothing to do with PSA... the only time that would come into play would be if you were using the Momentum event for the movement as opposed to a bone.Go into the alloys .motion, and find the Bone ID for the alloys bone called TransN. Then open the .motion you are using for dialga, and using the Bone ID number you got from the alloys TransN bone, you look at Dialga's bones until you see one with that same number. Then in PSA, when for the original characters movements used TransN, use the bone which has the same Bone ID for Dialga instead, so that it works in the same manner.
Thanks for the reply. I'll try it in a bit... check out my dialga running animation, I based it off a cheetah. This is my first "major" animation. Anyone like it?Go into the alloys .motion, and find the Bone ID for the alloys bone called TransN. Then open the .motion you are using for dialga, and using the Bone ID number you got from the alloys TransN bone, you look at Dialga's bones until you see one with that same number. Then in PSA, when for the original characters movements used TransN, use the bone which has the same Bone ID for Dialga instead, so that it works in the same manner.
I love you :D It worked.Go into the alloys .motion, and find the Bone ID for the alloys bone called TransN. Then open the .motion you are using for dialga, and using the Bone ID number you got from the alloys TransN bone, you look at Dialga's bones until you see one with that same number. Then in PSA, when for the original characters movements used TransN, use the bone which has the same Bone ID for Dialga instead, so that it works in the same manner.
Someone on another forum that I go to >.> gamefaqs, said it looked mechanical too. I will take your advice.Honestly it seems a bit stiff, almost robot-like. Maybe you could have it bend its knees some? But good job so far.
Thats cool man good job =]Thanks for the reply. I'll try it in a bit... check out my dialga running animation, I based it off a cheetah. This is my first "major" animation. Anyone like it?
![]()
Thank you :DThats cool man good job =]
So your going to make Dialga playable? if so awesome man i hope things go the way you want them to =]Thank you :D
Here is another one. The guard on animation.
![]()
That's pretty cool =)Thank you :D
Here is another one. The guard on animation.
![]()
I used camtasia studio to record the animation and saved it as a avi file. The used a program call VidGIF to convert the avi to a gif.That's pretty cool =)
Just curious, how do you guys make gifs of your animations?
I tried saying before, but I'll say it again.I'm still having trouble wit his running in game. Not all 42 frames play. Under the run sub action in psa, I deleted all the coding and add a synchronous timer that waits 42 seconds. Didn't work. Any ideas?
Hope that helpsFrame-Z movement
1-0
2-1.458333
3-2.916667
4-4.375
5-5.833333
6-7.291667
7-8.75
BLA
BLA
BLA
23-32.08334
24-33.54167
25-35
I see what you're saying, and I think I found my problem. Frame 21 is a keyframe... is there anyway to remove it? I tried the clean button, but not everything was "De-keyframed"I tried saying before, but I'll say it again.
Say that for the run animation, Dialga moves forward to 35 (In the Z feild)
Make sure that frame 1 is set to 0, and your last frame (42 in your case) was 35 or something
Keyframe each frame after that, no matter what the value is. I'll show you what the frames for Dugtrio look like.
Hope that helps
You're not listening. Try keyframing EVERY SINGLE FRAME!I sorta fixed the running animation problem. Now dialga moves after all 42 frames... that's another problem.
I'd at least make a few animations for Animal Crosser if I knew what to rename his bones.ALSO, anyone who makes animal crosser gets a cookie :3 I recommend yellow or green alloy
Yeah, I got it, thanks.Any luck yet?
I got bored so i swapped the model with yellow alloy. I didnt rename any bones, or swap any textures, but i switched wait 1, run, and walk animations and it loaded. It was all black (no texture) and had that snapback walk glitch that some models had, but it loaded ok. It froze a few seconds into the match, but i think it was a lack of animations.I'd at least make a few animations for Animal Crosser if I knew what to rename his bones.