MzNetta
Oh no she betta don't
Oh god please see this to the end. I'm looking forward to this project more than any others.
If I could help I'd do it in a heartbeat.
If I could help I'd do it in a heartbeat.
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why is it that everyone who wants this project can't help >.>Oh god please see this to the end. I'm looking forward to this project more than any others.
If I could help I'd do it in a heartbeat.
will do, thnxWhy not post this project in the Pokehub as well? There's an advertising section if you need help. Once people realize they can have any of the pokemon from PPWii in their Brawl, you can bet they'll sign up just to support.
Though I'm not saying just get rid of this thread; Rotom is looking pretty cool. >;3
thnx, i think i know how they did it, but for swift to work, i NEED to get the item grabbing to not freezeSomeone on KC made a Rosalina PSA with a >B that fires a star rod star successfully. You could try asking them how they did it?
I believe the solution to that is to make every frame for the movement bone a keyframe (on the axis that you're moving along).also, he now moves when he runs. he just has sort of a pause, run, pause, run thing going on when he runs
eh, i have no idea wat a keyframe is. plz explain. sry, but im not very knowledgeable with animationI believe the solution to that is to make every frame for the movement bone a keyframe (on the axis that you're moving along).
i'll post it in big red letters in the pokehubIf anyone figures out the item grabbing freeze, let me know ASAP, because Gardevoir's having the exact same problem. (Strangely enough, Klonoa can grab items just fine...)
In BrawlBox, keyframes are highlighted in yellow in the animation previewer. What they do is change where a bone is going. Say you want to move a character's arm. You would find the frame you want to stop the movement on, and change the bone's rotation so that on that frame, it's finished moving to there.eh, i have no idea wat a keyframe is. plz explain. sry, but im not very knowledgeable with animation
i'll post it in big red letters in the pokehub
ah thnx for explaining.In BrawlBox, keyframes are highlighted in yellow in the animation previewer. What they do is change where a bone is going. Say you want to move a character's arm. You would find the frame you want to stop the movement on, and change the bone's rotation so that on that frame, it's finished moving to there.
And thank you~ <3
Lemme guess... this is another bone index issue? (And yes, I did rename a bone to HaveN. I also renamed a bone to RHaveN and LHaveN. None of them worked.)have you tried renaming a bone to HaveN yet? in my tests, it seems brawl assumes that a bone in the arm is the HaveN, but seeing as Rotom has no arms... but i would like to try a few tests on him. so would it be alright if i got his model? or if you dont want to do that, maybe a picture of his bone structure?
originally, he had 5 boneswell, im thinking it might be a bone issue, but from a few tests ive done, it looks like the HaveN bone doesnt need to be in the same index as the character being replaced. i think brawl tries to find the closest thing to the HaveN bone and treats that as the bone, which is why sometimes items are held in wierd spots on some inported models. one test i did, the model held the item with his foot, and another on top of his head. but thats why i would like to take a look at the model and see if i can fix it.
edit: i have been able to successfully re-create the item grab glitch, and i have a theory starting to formulate, but i need to know a few things first.
how many bones does Rotom have originally?
have you added any bones to Rotom?
have you renamed any bones yet?
who do you have Rotom replacing?
well, im only replacing the model, not the properties. articles can only be edited through hexing, and i only know of editing the flags. how could i make it move straight foward? and i don't know where the star model is located for staryu. only the staryu model is accessible.Uh...Not to state something a little obvious but...did you ever consider using Staryu's Swift for the Swift attack and modifying it's properties to make it a different attack?
yea, i can. it just isn't a big enough of a prob right nao.since using the invincible star's from the mario series as romtom's swift attack would it be possible to remove their eyes? 0.0
maybe, but i kinda had another idea...kindaYou can replace one of the personal GFX's and do the "brawlboxing a projectile" technique.
(Make an animation in which the ThrowN bone is where the porjectile should be, and then attach the GFX and hitbox in PSA.)
i would, but wat that does, is drop your item, generate a star rod, forces you to do an attack that generates a star, consumes starrod, and picks up the first item. considering the game freezes when rotom picks up an item, that is impossible right noa.About Swift:
You think you could just copy n paste this PSA's Side-B to Rotom or copy and edit to Rotom's Side - b?
-_- well I tried, meh I hope we can get this fixed sooni would, but wat that does, is drop your item, generate a star rod, forces you to do an attack that generates a star, consumes starrod, and picks up the first item. considering the game freezes when rotom picks up an item, that is impossible right noa.
also, working on dark pulse right nao
don't you mean supporters than can help with the project? also, i think that i will be releasing an early, uncompleted version of rotom at some point. i think i will only need people to rev-amp my animations. i think i can create the rest of them-_- well I tried, meh I hope we can get this fixed soon
once again good luck and I hope you find more supporters!
Yes, apparantly he is. Actually, I opened it up in BrawlBox, previewed it, and found very many dummy bones. Must be overlapping each other or something... IDK that's what I saw.o_o Dude, you're working with only 5 bones???
O NOEZ!!!you shouldn't have released it. I now has the power to create a new rotom texture. Almost done. Just have to check it out in Brawl as brawlbox doesn't show crap.