So, we all know that when you put a characters animation on to ANOTHER character (Example: Mario doing a Falcon Punch), the model (Of Mario in this case) stretches to look like (In this case, C. Falcon) the first character.
What this tutorial would cover, is a new way of doing this that would NOT stretch the model.
This opens up a lot of new opportunities for all you character hackers, as you can now make those epic hybrid characters everyone wants to much (Example: ZSS with Peaches hip check - lol).
I hope to see more votes on this one, because it is a lot of fun, and was introduced to me by a viewer like you!
Question Of The Day:
"What moves do you want to see added to which character?"
I want to see the ZSS hip check thing... XD
*Notice!*
Hey everyone, recently Rai0fighter put a video of his 2D stage as a "Video Response" to my "Creation Of 2D Stages Tutorial", so I thought I would give him a shout-out here, and link to his great work.
He made a stage built around a submarine from the popular side scrolling shoot-em-up Metal Slug. I hope you all check out his work, and leave him a comment on what you think!
Rai0fighter's Metal Slug 2D Stage
If any of you guys leave a video response to my tuts, I will try to do similar shout-outs to you on here!
Happy modding!
Monday, July 19, 2010
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Well, I'd like to have Ganondorfs Forward Air to be a Spike like Mario's Front Air, which should launch the Enemy in this Angle: \ I know, this has nothing to do with Non-stretching Animation Swapping, but whatever. I tried it, I changed the Move to act the way I said and built a sweetspot, and it looks AWESOME. too bad this wasn't in the original Game.
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