Mortal Kombat HD Remix with MUGEN

Hey guys I'm trying to give some help to the team gathering information for the programming stage. So far I got very few information (great part of UMK3 source code, yet it doesn't helps too much; code snippet on sonya's square wave punch, that also doesn't helps too much), one of the most important information we need is the hitboxes (hidden boxes of every character that defines the collisions), I saw that some of you has found very underground information, maybe you guys can give some help on finding this stuff !

 
Hello TRMK forum!, I'm bringing an update of Sonya Blade - edited Version Mr.Karate, I hope you will please everyone. You can see it and marked all possible corrections based on the original photo and sprite of game. Greetings!

SPRITE SONYA RE EDITED 1.jpg

SPRITE SONYA RE EDITED 2.jpg

REAL MK SONYA.jpg
 
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I've been away from the forum from a couple of days and arq rockets forward.
Nice progress there!

Allow me to provide some feedback on your last three animations.

1. The getting up animation: I traced the problem to the body being leaned too far at the time when the feet touch the ground. It's physically impossible balance-wise that the body reclines back up without any support. Making the torso more vertical at that time will require making that bend more violent, which will probably help too.

2. The dizzy animation: The hands are moving too much, in a way that would require him to move them around voluntarily. You should pay attention to the motion of the shoulders, and just make the arms dangle freely, moving only from inertia.

3. The fall down: The torso falling is a bit too stiff. You should probably arch the body backwards during the fall, pulling the pelvis forward first, and then letting the (absent) head whip into the ground. Also, the fall is stopping when the forehead hits the ground, the neck remaining rigid. It should go as far as the shoulders and clavicles touching the ground. About removing the head, can't you encase the head in a box and delete the head via a boolean operation?

It's great to see you actually managed to pull through.
Liu is almost complete if I recall correctly, isn't he?
 
I've been away from the forum from a couple of days and arq rockets forward.
Nice progress there!

Allow me to provide some feedback on your last three animations.

1. The getting up animation: I traced the problem to the body being leaned too far at the time when the feet touch the ground. It's physically impossible balance-wise that the body reclines back up without any support. Making the torso more vertical at that time will require making that bend more violent, which will probably help too.

2. The dizzy animation: The hands are moving too much, in a way that would require him to move them around voluntarily. You should pay attention to the motion of the shoulders, and just make the arms dangle freely, moving only from inertia.

3. The fall down: The torso falling is a bit too stiff. You should probably arch the body backwards during the fall, pulling the pelvis forward first, and then letting the (absent) head whip into the ground. Also, the fall is stopping when the forehead hits the ground, the neck remaining rigid. It should go as far as the shoulders and clavicles touching the ground. About removing the head, can't you encase the head in a box and delete the head via a boolean operation?

It's great to see you actually managed to pull through.
Liu is almost complete if I recall correctly, isn't he?


I still have a few animations left.... LIKE BIO MOVIE :vroam:
 
to be honest... I just checked!!!

I still have to do:
ball animation
turning
low kick
front falling

and that's all, winpose is done but I couldn't post it, and I have the week off so that would be on monday... and of course i will finish him the next week I guess
 
xntac8.jpg


I think it is ready.
I'll start animating it
 

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Since for some reason the forum insists in posting thumbnails to everything, here's this.
Click for full size.
attachment.php
 
this is a project only MK 1?! I see many models of MK2 and MK3 games ........ I believe the project should focus on the first game because you will never finish the project if done well.
 
The project is about MK1, but this hasn't stopped other people working on HD remakes of other games' characters from showing them here.
Guess there's no harm done.
 
The project is about MK1, but this hasn't stopped other people working on HD remakes of other games' characters from showing them here.
Guess there's no harm done.



So after Lui Kang is finished we'll have all the animations for the following characters? (please correct me if I'm wrong)

- Lui Kang

- Scorpion

- Sub Zero

- Reptile

- Johny Cage


The animations and character models for those characters will be completed once Arq finishes up on the last few Lui Kang animations....correct?



Which leaves.....


- Raiden (character model is finished)

- Sonya (the model is almost finished it seems)

- Kano (I think I've seen a rough draft of the character model in this thread)

- Goro (currently being worked on)

- Shang Tsung (same as Goro)


.... I think that's it.


@Bleed should send Raiden's model to Arq asap so he can start animating it immediately after he's finished with Lui Kang imo. If we can get atleast one character fully animated a month we can probably expect the project to be finished sometime in 2015.


Does that sound realistic or am I completely insane here?
 
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