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What do you mean about the limbs? I have no problems with it. Either way, I'm not sure which version of the model you have, so I'll PM you the new mdl0.Digi, am I supposed to animate now? Last time I checked the scaled model, it had Megaman's limbs push inward to his body, was that fixed?
They're the bases for his Shield Arm. Unlike the Drill Arm, I can't remove them with animations, I'd need to polygon delete them.I have a question about his arms. What the blue screen of death are those things on his arms in the OP picture?
Y'know, I'm not quite sure... I'll test that and get back to you. I do know that grabbing an edge sends him across the screen, though, so the outlook is grim.Hey digiholic, can volnutt be grabbed and thrown without glitching across the screen?
Got a few animations done, but there hasn't really been much progress for the past few days. I assume that the rest of the team, like myself, have been wrapped up in a certain double-digit sequel of a certain series a certain Brawl model hack project came from... >_>How's animation progressing?
Maybe, in his animations, you can scale down the Shield Arm to 0 and scale it back to 1 for animations using the arm, but keep it at 0 for all other animations. That way, you don't completely get rid of it and you can still use it, but you don't always have to use it.They're the bases for his Shield Arm. Unlike the Drill Arm, I can't remove them with animations, I'd need to polygon delete them.
Y'know, I'm not quite sure... I'll test that and get back to you. I do know that grabbing an edge sends him across the screen, though, so the outlook is grim.
Got a few animations done, but there hasn't really been much progress for the past few days. I assume that the rest of the team, like myself, have been wrapped up in a certain double-digit sequel of a certain series a certain Brawl model hack project came from... >_>
That's the point. I can scale down the drill arms, but the shield arm doesn't have a bone attached to it, so I can't scale it. The only way to get rid of it is to delete it.Maybe, in his animations, you can scale down the Shield Arm to 0 and scale it back to 1 for animations using the arm, but keep it at 0 for all other animations. That way, you don't completely get rid of it and you can still use it, but you don't always have to use it.
Oh wow. I didn't even realize it was out yet. Brb destroying my GPA.Got a few animations done, but there hasn't really been much progress for the past few days. I assume that the rest of the team, like myself, have been wrapped up in a certain double-digit sequel of a certain series a certain Brawl model hack project came from... >_>
I know what you mean. Got midterms next week. Studied Blade Man's attack patterns more than my Linear Algebra >_<Oh wow. I didn't even realize it was out yet. Brb destroying my GPA.
If I remember right, he just hexed/resized the model over and it wasn't stretched the second time. It was discussed somewhere in the thread.Hi digiholic, I'm asking how did you fix the stretched polygons cause i'm working on nel and nothing seem to fix that
I fixed it by using Fortwaffle's auto-resizer, so that means it's something to do with the scaling.Hi digiholic, I'm asking how did you fix the stretched polygons cause i'm working on nel and nothing seem to fix that
This.It would also cause a lot of delay when changing weapons because the game has to load a new character. No thank you.
That seems incredibly excessive to do something a few article calls and six if statements could handle. Also, Volnutt doesn't work over Shiek or Pokemon Trainer.Y'know, if you want him to change weapons, why not replace Zelda or Pokemon Trainer? That would save a lot of headaches from trying to program in the weapon swaps. This way, tap down B to change weapons, and it can even affect his other moves.
Of course, it would require making more than one character, but considering the other one (or two) is just copypasta of the first one, it shouldn't be much trouble.
Yep, that explains it. If you want to use old animations, you'll need to copy over the rotations from the old one into the new one and it'll work fine, it's only the translations that mess it up.Oh, I found out why the scaled one has its limbs pushed inward.
I was still using the animation file when it was unscaled.
Haven't quite figured out movement, but I haven't exhausted every lead yet. So, not on hold, just slow progress.So... what's up doc(s)? Is the million dollar robot running or is he still on cold ice?
Midterms.What exactly is halting the progress at this point?
Well, I meant bug-wise, but fair enough.Midterms.![]()
Well, I'm still working on getting the walking to work right, but I haven't really had time to tinker with it for the last week or so.Well, I meant bug-wise, but fair enough.
Kool!>.>
Good luck with midterms.
And Volnutt better be broken like MK or I may just have to main Amy Rose when she's completed.
This is the Volnutt thread, not the Amy thread :/.Kool!![]()
When Amy comes out completed, I will be maining her too!
You could borrow Ike or Marth's moving animationsWell, I'm still working on getting the walking to work right, but I haven't really had time to tinker with it for the last week or so.
that should be esy enough, how about he rides the shield like a hover board? :3Up-B(Shield arm) - To be honest, I have no idea what I can do here.
Hm... Can the shield disconnect from the arm?
That doesn't make any sense. At all.that should be esy enough, how about he rides the shield like a hover board? :3
...
actually, no, thats a good idea!
EXACTLY!That doesn't make any sense. At all.
Maybe he should just get a vertical air dash. It wasn't in Legends, but at least we're maintaining something from within the series at that point, versus making up things that weren't in Legends or anywhere else in a Mega Man game.
It probably should. He's been model ripped from there.Nice. This character makes me think of Tatsunoko vs Capcom.