10-29-2015, 05:12 AM
(This post was last modified: 10-30-2015, 01:09 AM by Red Streak.
Edit Reason: photo links were broken
)
YO! so I've been anticipating getting my hands on these models ever since I first saw screen shots for the game. Now that we have them I've found they aren't quite the plug in play set up I was hoping for. I have made some headway to get one ready for an animation project that I have in mind ( the model is pikachu specifically) I was suprized to find when I opened the models that the first thing I was greeted with was this.
https://drive.google.com/file/d/0B3x4M2V...sp=sharing
after sifting through all these polygons and such I found that the model was build with two body meshes. one for when the character hits the screen and one for everything else. There are mouth and nose meshes for all the facial expressions, only one of which had any kind of rig. which was terrible. never would have guessed that smash has no real facial expression animation way to cheap it out Nintendo! anyway the eyes also are set up similarly where every single eye position is on it's own plane with just the worst transparency set up I've ever seen. all this being said the Rig is nice, and the only thing I wish the body had was thumb bones, and some better finger tip controls but that's gonna take some work. I will say this the bump mapping is out of control.
This is pikachu's nose for instance. https://drive.google.com/file/d/0B3x4M2V...sp=sharing
after messing about I did get a pretty good result albeit it's still not ready to animate
https://drive.google.com/file/d/0B3x4M2V...sp=sharing
I did have a better render that was kinda posed but that's stuck on my crap flip phone right now.
I guess the real reason I opened this thread is that I am interested on how other people are organizing these smash meshes, and dealing with having separate mouth that you need to switch from and what not. I would like the hear what methods are being used to make these models a bit more animation friendly
Can't wait to hear from all of you
Sincerely, Red Streak
https://drive.google.com/file/d/0B3x4M2V...sp=sharing
after sifting through all these polygons and such I found that the model was build with two body meshes. one for when the character hits the screen and one for everything else. There are mouth and nose meshes for all the facial expressions, only one of which had any kind of rig. which was terrible. never would have guessed that smash has no real facial expression animation way to cheap it out Nintendo! anyway the eyes also are set up similarly where every single eye position is on it's own plane with just the worst transparency set up I've ever seen. all this being said the Rig is nice, and the only thing I wish the body had was thumb bones, and some better finger tip controls but that's gonna take some work. I will say this the bump mapping is out of control.
This is pikachu's nose for instance. https://drive.google.com/file/d/0B3x4M2V...sp=sharing
after messing about I did get a pretty good result albeit it's still not ready to animate
https://drive.google.com/file/d/0B3x4M2V...sp=sharing
I did have a better render that was kinda posed but that's stuck on my crap flip phone right now.
I guess the real reason I opened this thread is that I am interested on how other people are organizing these smash meshes, and dealing with having separate mouth that you need to switch from and what not. I would like the hear what methods are being used to make these models a bit more animation friendly
Can't wait to hear from all of you
Sincerely, Red Streak