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How to change animations?

Which of the changes I want to make actually sound good?

  • Meta Knight's change,

    Votes: 0 0.0%
  • Wolf's change,

    Votes: 0 0.0%

  • Total voters
    5

Nefnoj

Smash Lord
Joined
Sep 2, 2014
Messages
1,911
Location
Spiral Mountain
Howdy! Today I thought I'd try modding Project M on an animation and moveset level, starting with restoring Marth's Brawl Shieldbreaker, Meta Knight's 3.02 down-aerial attack (I LOVED THAT ATTACK), Falco's Brawl animations and down-special attack, (it'd be even better if I could make the starting animation the Brawl version, but by holding down B, the shine stays in place like the Project M version), and Wolf's up-smash. I tried this by exporting a few animations and importing them into Project M. It worked perfectly for Marth, but, as you might expect, it didn't work quite the way I was hoping for the other characters, specifically in function and mostly in particles. How would I do this, without ruining Project M's playstyle?

Normally I'd post this at the Brawl Vault... But alas, it has yet to come back to life.
 

Draco_The

Smash Lord
Joined
Jun 2, 2010
Messages
1,367
Exporting and importing animations will only change, well, the animations. For changing how the moves work and all that you need the PSA tool. I haven't modded in a while so I don't know what's the lastest version. I'm pretty sure you could find it in the vault forums... once they are fully recovered.
 

Nefnoj

Smash Lord
Joined
Sep 2, 2014
Messages
1,911
Location
Spiral Mountain
Exporting and importing animations will only change, well, the animations. For changing how the moves work and all that you need the PSA tool. I haven't modded in a while so I don't know what's the lastest version. I'm pretty sure you could find it in the vault forums... once they are fully recovered.
Cool, that's verey helpful, thank 'e! At least my new animations, albeit not functioning the way I want, look nice, haha!

Does that mean the animation-changes do not affect hitboxes? Marth's Brawl shieldbreaker seems to connect pretty well, but it could simply be a visual change for all I know, I tried to test it, but I really had no clue if it changed anything.
 
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Draco_The

Smash Lord
Joined
Jun 2, 2010
Messages
1,367
Cool, that's verey helpful, thank 'e!
Does that mean the animation-changes do not affect hitboxes? Marth's Brawl shieldbreaker seems to connect pretty well, but it could simply be a visual change for all I know, I tried to test it, but I really had no clue if it changed anything.
Unlike most fighting games, Smash uses a more accurate approach where the hitboxes are spheres connected to the models' bones. Thus, animation changes do affect the hitboxes, but the moveset file is the one that tells the game's engine the size of the hitboxes, what hitboxes are active, etc.
 
Last edited:

Nefnoj

Smash Lord
Joined
Sep 2, 2014
Messages
1,911
Location
Spiral Mountain
Unlike most fighting games, Smash uses a more accurate approach where the hitboxes are spheres connected to the models' bones. Thus, animation changes do affect the hitboxes, but the moveset file is the one that tells the game's engine the size of the hitboxes, what hitboxes are active, etc.
Ooooh, that's super cool, thanks! I assumed so from a mod I made that totally broke the fighter, (I tried changing Roy's model, all his attacks moved to 45 degree off for some reason) but I never knew for sure...
 

Draco_The

Smash Lord
Joined
Jun 2, 2010
Messages
1,367
Turns out one of the older versions of BrawlBox, 0.67b, already has PSA included. Once you load a character, you can load both the animations and the moveset files, so you can see the animations with the hitboxes and all while editing the moveset. WAAAAAY better than working with PSA alone.
 
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