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It doesn't. I'm not sure what you'd mean by strange scaling differences, though.Oh... hmm... well, then, yeah, I guess I'd wait for fortwaffles to respond to your message. In the mean time, did the peanut sized model have those glitches? If not, maybe try to see any strange scaling differences between the two.
Not yet. If he doesn't message me by tomorrow, I'll send it again.Since it is now Monday (technically Tuesday where I'm at), have you heard anything from fortwaffles?
PSA scaling doesn't affect hitboxes, only te size of the character. So if you make a size 3 hitbox, it'll always be the same size no matter how you scale the model itself.If this doesn't work, I've found out that the Zero Project uses PSA scaling. I'm assuming that means one of two things:
1. Hurtboxes and effects can be scaled down afterwards, or
2. Animations done on a small character can be ported easily to a big character.
Either way, I could just get started animating on my tiny character, and either scale him later or downscale his stuff.
Nope. PSA scaling affects the hurtboxes, but not the hitboxes (i.e. the boxes for detecting the character being hit, but not them hitting). What you said works for "hitboxes" but not "hurtboxes". If you watch BSZ's latest two videos, you can see that Zero takes damage from really far away. I asked in the mdl0 thread about it, but BSZ hadn't responded last time I checked.PSA scaling doesn't affect hitboxes, only te size of the character. So if you make a size 3 hitbox, it'll always be the same size no matter how you scale the model itself.
They don't have a thread, but BSZ and Eldiran are posting stuff for it around.Where is this "project zero" thread? I want to see whats going down with them.
Zero's all custom. I've been trying to rip animations, but I can't find them on the disc. I think I'll just record a short video of all of Volnutt's moves and make frame by frame reference images. It'll take a while, but I think it'll look good.Can you port the animations from TvC anyway? I think you can since thats what they did with Zero
If ever though, I'd be willing to try animating him :D
The ZakoGirl00.pac? Why are you doing it over an alloy? Won't that cause porting problems?I've recorded a video that has all of Volnutt's animations in it. I'll be ripping gifs as reference for animations. First up is Wait1
If anyone wants to animate, the ZakoGirl00.pac on the front page has the model we'll be using.
EDIT: Coming along nicely, relatively speaking.
That's just how the model is. I plan on making them over ROB's effects and polygon delete them from his original model.nice job so far! it looks awesome. but one thing is bugging the heck out of me...why does he have all of his weapons out at once?
Haven't fixed the polygon thing, but I think it'll be easy to fix once Brawlbox 0.64 is released next week.so Digiholic did the polygon stretching thing get fixed,and does he not run in place anymore? =3
I was just saying that the most recent version of the MDL0 is in the ZakoGirl pac on page 1. It's going on ROB, I'm just far too lazy to upload a new file.The ZakoGirl00.pac? Why are you doing it over an alloy? Won't that cause porting problems?
I'll upload the animation test to youtube, and I'll still make gifs. (I can easily rip individual frames from a gif)I'll be watching some TvC vids to see too
BTW: We should make his running animation like Lan Hikari in MMBN, it seems better don't cha think?
Do you mean in the pictures of the BB Model Viewer? The same thing happens with Pit where you can always see his shield as well as his split bow and whole bow.nice job so far! it looks awesome. but one thing is bugging the heck out of me...why does he have all of his weapons out at once?
I'd make his up-B a Shoryuken followed by a buster shot upwards. But, I my favorite character in MvC2 was Cyclops...Coming from someone who played Megaman Legends as a kid and mains Volnutt in Tatsunoko vs Capcom, I am very, very excited for this project. =D
Let's see...well, since there's no canon upwards shield movement, I guess you could be creative with the Up-B. Maybe a cypher type move or something, using the shield as an upwards parachute XD
How did fortwaffles scale the model BTW? I just wanna know, while doing that, i'm working on the walk and i'm not sure if I should modify the Translation yet
EDIT: >.< Walking animation is too hard lol, I think I should start on the small things first
Will try to do Guard
EDIT2: I used SonicMotionEtc, is that okay?
EDIT4: I made my own Wait1, also Guard (from Wait1 transition), GuardOn, and GuardDamage (no Guard Off yet though)
http://i68.photobucket.com/albums/i22/xtremitus/untitled-3.png
Well, I couldn't crack the file types, so I'm just planning on making the animations from scratch using the games animations as reference.Oh, so you've been trying to rip the animations from TvC too? I should probably share what I've found and maybe you can get a bit further then I did...
I've been trying to break down the .mot files (which I'm guessing stands for Motion), and I think their file structure is a bit similar to ARC/PAC files, because with some minor header editing (I have no idea how to do this properly) It opens with BrawlBox, and even has a folder called "AnimationData", but I'm unable to open it.
I know TvC uses the same type of animations as Brawl, because you can find other animations in character effects and stages from TvC. But I think those need some editing too to work with Brawl...
I think I'll just wait for the scaled modelI just tested it and it seems Kei_Takaro's animations don't work on the scaled model >_<
It might have something to do with the translations of the bones.