nice.. remind me to check it out when its done.
If I ever have time I will finish my vegeta to be compatible with the latest ESF. I know, I promised I would months ago. So sue me. :P
Again, if anyone wants to, my old rule still counts, you can edit anything of my vegeta, just make sure I can...
he bobs cause he jumps/runs.
like a person who runs so hard that each run propels him up. I can decrease it mroe if that looks better.
ok.. i will decrease the bobbing. and work on other anims aswell
grabwall_forward from side/forward
walljump_forward from front...
ok.. new info.
I desided to do this move forst anywayz. I redid alot.
Note that the only thing I did not add is his shoulders moving forward/backwards but i will do that aswell.
This will probably be final for turbo_run
run seen from side
run seen from front
Seems better huh? :)
I am thinking of redoing the entire turbo. veggies ESF turbo run aint what I think is vegeta like.
think I will put this anim on hold (but keep it to actually compile the model)
other anims first. :P
Yeh.. I noticed the lack of bob aswell. will fix that soon.
moving arms to much looked...
I am slowly starting on updating my model.
bit bored so might not be the greatest ever yet but hey..
anywayz, a small avi for you to check. comments are welcome of course might even change stuff.
also it will take considerably longer. It seems that milkshape1's...
its not a waste of a threat. atleast he LEARNED. And he even has the guts to SHOW IT.
I say keep on going.
I can see if my skeleton matches but its nto yet 1.2 compatible. I need time to start on that.
hehe. I was one of the idiots who started without basics. ok, i edited existing models...
seems ok. of course for a real judging I should see the model itself.
and yes.. blocks. anyone starts with the basics if there smart.
ok.. I wasn't. I started editing straight away, but even now, if I make new parts I do it by editing basic forms.
Hmm.. wonder if its pure client side.
If so i will dig on it more and hope I find a place they explain it well.. (multi I mean)
multidirectional GG anims.. *dreams*
as for the hitboxes. How you know whihc numbers to set? I take its a grid but where to check.
yeh, NS rulz 2. Yet I aint gona...
damn. I was seriously hoping for a multiblend explenation.
Yet this also helped greatly.. my thanks. Just a sideQ for blending. Does the angle need extra coding or would it work if you did this for say, all animations?
I mean, does the game need coding to know this anim has a blend?