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Published: 2011-08-25 16:47:58 +0000 UTC; Views: 1545; Favourites: 23; Downloads: 20
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Description
Just a little looping animation I did in Photoshop because I was bored. Plus, I like Model Zx's saber moves. They look cool. 8DEDIT: Made the animation less crazy-fast. >_<
Model Zx [c] Capcom
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Comments: 17
OmegaModelZXA [2015-07-29 19:17:46 +0000 UTC]
Hey, try doing an animation for my OC, Yuki, Hes a copy of Model ZX, which he uses Model ZXA, his normal attack animations are the same as with Zero from Megaman x6, but add a rising slash, and his 2 super moves Genmurei and Ragnarok, (from X5 and Strider Hiryu)
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Ubergamer234 [2014-02-20 03:12:30 +0000 UTC]
Wait, I don't recall that last bit of the combo. How do you do that?
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Project--A-R-C-A-N In reply to Ubergamer234 [2014-07-05 15:32:11 +0000 UTC]
Those last two moves are from Megaman ZX Advent, the rising slash belonging to Vent and the falling stab belonging to Aile. You only get one of those two in the game depending upon who you play, but I included them both because it looked cool. :3
It also helps that Capcom was lazy and didn't bother to make any differences between Aile's sprite and Vent's sprite other than that move. XDĀ
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Ubergamer234 In reply to Project--A-R-C-A-N [2014-08-23 22:36:15 +0000 UTC]
That bothers me so much! Vent and Aile have no visual differences unless you transform into their human form, which there is almost no reason to do.
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Project--A-R-C-A-N In reply to Ubergamer234 [2014-08-24 15:12:18 +0000 UTC]
There are visual differences in their mugshots and differences in their voices, but other than that you're right, the sprite is exactly the same. It would have been nice if Capcom/Inticreates made some changes, such as making aile's biometal form a little more feminine, maybe keeping her pontytail shape with the blonde hair, but that probably would have been a lot of effort on their part for such a minor change.
I can understand why they kept things the way they did - they play exactly the same way other than those two moves, so there's no real need for custom sprites from an efficiency standpoint. If they had made the two characters have different biometal sprites in the first game, that would be a different story...
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WerewolfMageGoddess [2012-02-24 02:43:39 +0000 UTC]
Dude that's the shiz you know Photoshop Halp XD!
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Bassiroth [2011-08-25 19:04:48 +0000 UTC]
Not too bad but they seem a little like a sped up version of the game animation. Try adding a frame with each key frame so that you can still have it run at the same speed you're using now, only it will look a little bit better timed
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Project--A-R-C-A-N In reply to Bassiroth [2011-08-25 23:14:02 +0000 UTC]
GAH! It looked uber-slow on the computer I was using at the time though. >_< It's way to fast, I'll edit it now. Thanks for telling me.
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Bassiroth In reply to Project--A-R-C-A-N [2011-08-25 23:58:15 +0000 UTC]
Out of curiosity are you using 36 fps?
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Project--A-R-C-A-N In reply to Bassiroth [2011-08-26 02:13:50 +0000 UTC]
I... Honestly have no idea. O_o
How do I check FPS on Photoshop? I know what FPS IS, I just don't know how to check it on Photoshop. >_<
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Bassiroth In reply to Project--A-R-C-A-N [2011-08-26 03:27:43 +0000 UTC]
I don't know in truth. How does photoshop describe its speed?
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Project--A-R-C-A-N In reply to Bassiroth [2011-08-26 21:44:20 +0000 UTC]
It describes speed in seconds. Most of the frames are in fractions of seconds.
The longer pauses are 0.5 seconds, the in-between breathing frames are 0.08 seconds, the ground-saber and rising slash animations are 0.04 seconds, and the falling stab frames 0.05 seconds.
I made the stab animation slightly longer than the others so it wouldn't look as fast as the others. Mostly so that people can actually see the fall. >_>
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Bassiroth In reply to Project--A-R-C-A-N [2011-08-26 22:06:15 +0000 UTC]
Well...Looks like you got a lot f math to do to figure this out
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