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Of course. :)
Got the link, downloaded and loaded in sfm. Works perfectly. This is exactly what I had in mind when I asked you. Once again, thank you! :-)
and maybe another unannounced one a year back.
Patch Notes (All of them so far):
- Removed loose hair bodygroups correlating to Sm4sh variants. (Default)
- Removed option to hide shell. (Default)
- Added default and giga's horns as props.
@Spy's sappin' mah sentry
I did the thing. Check out the link and you'll get the latest update of this content there.
Ran out of workspace space, so I have to do that this way instead.
Of course. :)
I see.
Well, lemme find some time to do that and you might see an update later of this. :)
Thank you. :)
I didn’t really consider them to be made as props as I didn’t initially think people would use them in some way.
I mean I could make the horns as it’s own props, but what are you gonna do with them?
By the way, I have one question - is it possible to have the horns as separate models, just like the braces?
I wanted to, initially, when I just released this... but I didn't think it was worth the effort for just a prop.
Planning to go back to add some more stuff to my older posts, maybe including this one... but I'll have to see what I wanna do.
To answer your question,
simply right-click on the model within the animation set editor. There should be an option to “set bodygroups.” From there, you’ll see some categories of bodygroups. You should be able to interact with the eyelids under “Left Eyelid” and “Right Eyelid,” amongst other things.
One contains bodygroup-ed eyelids and the other has flexes instead (It's also labeled, btw).
For the bodygroup-ed one, there should be options to switch to different types of eyelids, or remove them entirely.
For the one with flexes, the eyelid flexes are under "Unknown," where it says "Open Blink." There's mulitple flexes to simply open them, since SFM is weird like that (and also the reason the above option exists. Also, recommend using said above option if the flexes are giving you a headache). Slide them all open to open up the eyes, or partly, by frame order, for some level of expression.
Don't worry about your question. SFM is, again, confusing to work with at times.
I get lost with what I'm doing from time to time. :)
I attempted to implement them when I was making this, but then I realized the models themselves aren’t exactly compatible with the Bowser’s Brawl textures. I mean, they did change up how he looks between Brawl and Sm4sh, so it was to be expected. UV mapping isn’t really matching up to them, even with some texture editing, and I don’t think SFM would enjoy me adding even more materials to him. Even then, to me, it would look odd having that skin on a newer mesh such as his.
Mainly, it’s why I could implement Sm4sh skins on him instead. They both reused, mostly, the same models. I just happened to used Ultimate’s as a base, using some of Sm4sh’s assets as additions.
Thanks for the kind words, by the way! I appreciate that you’re enjoying the model so far! :D
@Zerozen Maybe. I remember working on it based on a Sm4sh archive from DeviantArt. It’s still on my hard drive somewhere, long abandoned since I shifted my focus from other things.
@joshua.pavlinsky Thank you!
@CROWSx3 Kind of answering @joshua.pavlinsky as well, I... suck with Bowser. I tried using him, and he is a bit fun to play around with, it’s just I think I’ve ingrained myself with some of the sword fighters, so... :p