mariorocks64
Smash Journeyman
Why not just make the animations? Thats what I did with my Toad project.
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I am, but the ones I haven't changed yet (all of them as of now) are the default character's, which won't load on Volnutt's bone structure.Why not just make the animations? Thats what I did with my Toad project.
Does it matter which one? Could I just rename one of his dummy bones that doesn't do anything?try naming the TopN bone or something
name the very first bone he has TopNI am, but the ones I haven't changed yet (all of them as of now) are the default character's, which won't load on Volnutt's bone structure.
Does it matter which one? Could I just rename one of his dummy bones that doesn't do anything?
Digi, have you done anything in PSA? If so, were you using 1.3 or 0.2.1? If you used 1.3, then that's the problem, as it has a bug where it corrupts the moveset file when you save and freezes that exact way when you select the character you changed.
I'm having the same problem with my toad! I can see the link: all third party models are not running. they just jog in place. This is a glitch that needs to bee fixed!When he dashes, and I think when he walks. Not running, though.
Except it's not that all third party models aren't running.I'm having the same problem with my toad! I can see the link: all third party models are not running. they just jog in place. This is a glitch that needs to bee fixed!
They run, but they don't move while running or walking. only dashing will make them move, and that doesn't count since their slightly off the ground for a second. For example: When metaknight dashes, he passes a bananapeel without slipping. it was said in smash wiki.Except it's not that all third party models aren't running.
They're skate shoes, not rocket boots. Doesn't really work that way. Volnutt does jump high though. The skate shoes thing needs to be his dash.I was thinking of doing that for Kei_Takaro's shield up-B idea, like he boosts up, and dives down with his shield.
Story-wise: That would be an ideal and technically correct suggestionThey're skate shoes, not rocket boots. Doesn't really work that way. Volnutt does jump high though. The skate shoes thing needs to be his dash.
You asked for it! xDEven if it's just a shot-in-the-dark idea that you came up with with no knowledge of hacking at all.
I do. It's the size of a peanut.Don't you have an earlier revision you can use instead?
Then give him a skating animation. It would look better and still make sense.Story-wise: That would be an ideal and technically correct suggestion
however I find it less appealing IMO when he dashes with skates (that 1 framed animation where he just stands and puts his foot forward)
Doesn't that cause problems with the hitbox and effects?Okay, I just thought of something. Could the problem have come from scaling the bones up in the T-pose? Should I try manually scaling up the translations for each animation instead?
I just sent him a message about it. I'll have to get back to you guys tomorrow though if any progress is made, I'll be gone the rest of the day.****! Maybe fortwaffles messed up accidentally? Does he know ur havin complications?
I've kept backups of every single step, no matter how minor.Just wanna know, do you keep each revision of your Model? It might be alot easier if you keep a previous tweak of the model and creating new ones, then you might know where it might go wrong and just start from a model before that
The thing is, though, the stretchy polygons change with the camera. It's not a few bad polygons, it's a broken model.Good idea, I had to do that with my Zebes stage. Anyway, have you tried Vertexing the stretchy polygons away? Maybe shrink them somehow... gotta be something with scaling. Unless the textures are too big? Nah...