Yeah, but im not sure when and how it should move. OR its just that Ridley's HipN bone doesn't moves up, down or sideways here, so, its harder to notice its movements with his legs and wings in the way.
Tail does looks weird at the end, but i don't know how to animate it here.
Good. And he already contacted me. We have a lot of time, so, we can take the time to optimize it.
There should be one on Brawl Vault entry, but if it doesn't works, then...f***.
Its still going to be a thing. I want to use it too.
Not much was done those days i wasn' here, unfortunately. I just messed around with few things at that time:
- 2 of Up B's sourspots were removed and remaining hitboxes were moved around to give sweetspot more priority. Now its easier to hit with and it KOes earlier than UAir.
- Fireballs now explode on contact and look different. Explosion doesn't always appears (thats because explosion appears each 0.02th frame and gets removed 0.01 frame later, but code that removes the explosion is left unused if projectile disapears before its reached, so, there is 50% chance that explosion will not appear) and there is chance of ground explosion failing to appear.
- Increased size of FS flame's hitboxes and added explosion at the end to make it look kooler.
- Now Meta Ridley has darker wing membranes things, he is thinner like default model and...he is still not properly rigged. I was trying to import his model into 3ds max, but it freezes and FBX converter refuses to convert it.
- New CSP pose for Ridley because i forgot where i put old "animation" for that. Whoops.