Mortal Kombat HD Remix with MUGEN

Finally I got liu's stance sprites working on mugen, I finally find out how to make them work, today I will add the turning animation aswell so soon I'll be posting a video with all the animations I've made but now working on mugen.... maybe it will be slow cause I don't know anything about mugen but I learn fast.... :P

edit:
about baraka I just think his pants are toooo tight, they should be more baggy IMO.. but other than that I think it looks great
 
Have you guys noticed that his eyes look different in every picture? I can't match it to all, some show them big and round others look angular...

In reality they are just big round holes cut out of the sockets, no eye lids no eyeballs.
 
bleed I got my turning animations on mugen now, but once the opponent jumps, the animation start looping and wont stop.... the turning animation should be played every time liu is jumped, not looping every time... how can I fix it
 
Maybe once he turns around, the system is trying to switch to an animation that is missing.

If an animation is missing, you'll see the last one looping.

Other things may be causing it that are more complicated, like the code may need some adjustment.

Try starting fresh with the turn animation, change one thing at a time, refresh mugen with Shift+F4 and test it out. If that's working fine, add another change and see if that's working and so on.


What are you using as a base, the default character kung fu man?
 
Maybe once he turns around, the system is trying to switch to an animation that is missing.

If an animation is missing, you'll see the last one looping.

Other things may be causing it that are more complicated, like the code may need some adjustment.

Try starting fresh with the turn animation, change one thing at a time, refresh mugen with Shift+F4 and test it out. If that's working fine, add another change and see if that's working and so on.


What are you using as a base, the default character kung fu man?

Thanks man, I will definitively try that, and I'm using a Mario 64 template or something like that, I saw it on a tutorial, that template is pretty organized I guess, it's like a base template to make your own character, everything in the .def file is empty so you can add everything by yourself, to be honest I think there is something wrong with the def file, is like if the program doesn't know he should go back to his fight stance sprites as soon as he finishes the turning animation, cause if the opponent doesn't jump over me everything is fine but as soon as liu has to turn to the other side, the animation start looping, is there any option to specify that the turning animation should be played just once?

If you want I can post a video
 
You can see what Sctrl is playing the turn animation, which should be Action number 5 by default.

You can try adding a trigger to that with something like.

triggerall = facing = enemy,facing


That would mean to do the turn animation only if you are facing the same direction as the enemy.

Another one way can be to check the change anim sctrl, that should put you back in to the fight stance.

Use triggers like this for that one.

triggerall = anim = 5 && animtime = 0;If playing the turn anim and it reaches the end.
value = 0;play the fight stance animation




Also check the turn sctrl, and make sure it's not playing over and over.
set persistent to 0, and see if it works then.


You just have to mess with the state controllers, and their triggers to see what's doing what. Try turning some of them off by commenting them out with semicolon at the start of each line of code.


;triggerall
;triggerall
;
;
;
etc.

Then turn them on little by little, till you find where the problem starts to show up.
 
no offense but his eye look ridiculous !

can you fix it ?

First of all, "the eyes look ridiculous" is just a useless statement. It ranks up there with "I don't like the eyes", "the eyes look stupid", and so on. Saying "no offense" is equally pointless, especially when you're about to make an offensive statement.

Give us a comparison to the original image as proof that the eyes don't look right.
Show us how the eyes can be improved instead of making useless remarks.
 
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First of all, "the eyes look ridiculous" is just a useless statement. It ranks up there with "I don't like the eyes", "the eyes look stupid", and so on. Saying "no offense" is equally pointless, especially when you're about to make an offensive statement.

Give us a comparison to the original image as proof that the eyes don't look right.
Show us how the eyes can be improved instead of making useless remarks.

OK,my bad,i don't speak english very good,and i'm very sorry !

well baraka eye should look sharp like MK2,that eye look like the eye of a puppy(i don't know about you guys but for me,it doesn't look right to me) !
 
He doesn't have eyes in MK2, it's just round black holes. The shape changes with the angle and how the light is casting shadow in that area.
 
Maybe it's just me, but I honestly don't recall any pic of his eyes looking anything other than small black holes.
I can understand them changing shape slightly, but where is he hinted to have these big owl-like eyes?
 
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The jumping animation is typically divided up into several animations.
Jump Start = 40
Starting Jumping Up = 41
Peak and coming down from Jumping up = 44
Jump land = 47

Some of these animations, have very specific timing for each of them to work together. Also if one of the animations are looping, in the AIR file at the end of an animation make the time of the last frame -1.

I had trouble with jumping animations when I first started. You should really use Kung Fu Man as your template.
 
Look over the different sprites and you'll see how they change shape. Depends what angle you are looking from. Compare with the large images of the mask.




For animation, just found a new trick for smoothing loops.
The Biped Skeleton in Max has an option to work with Quaternion or Euler keys.

If you leave it as default, you don't have the handles on each key frame inside the curve editor. If Euler is turned on, you do. The curves make it easier to get smooth transitions from one pose to the next, and to smooth out loops, you just put the tangets for the keys at the end of the aniation, straight horizontal.

If the first and last frames have the tangent handles flattened out, they will flow together smoothly.

Looping animations was kind of tricky before, but it's easy with this method.




WIP; Skinning needs work in some places, Shirt, hands, and I'll need to add some extra bones for his armor, so it can spread out. Needs a jaw bone, and some facial morphs, and whatever else comes up later.

 
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not disparaging the fantastic work modeling the character BARAKA, I wanted to know the evolution of MK1 .......... : D
 
Look over the different sprites and you'll see how they change shape. Depends what angle you are looking from. Compare with the large images of the mask.




For animation, just found a new trick for smoothing loops.
The Biped Skeleton in Max has an option to work with Quaternion or Euler keys.

If you leave it as default, you don't have the handles on each key frame inside the curve editor. If Euler is turned on, you do. The curves make it easier to get smooth transitions from one pose to the next, and to smooth out loops, you just put the tangets for the keys at the end of the aniation, straight horizontal.

If the first and last frames have the tangent handles flattened out, they will flow together smoothly.

Looping animations was kind of tricky before, but it's easy with this method.




WIP; Skinning needs work in some places, Shirt, hands, and I'll need to add some extra bones for his armor, so it can spread out. Needs a jaw bone, and some facial morphs, and whatever else comes up later.


Baraka keeps getting better and better, and about the skinning you mentioned, I think there is something wrong with his legs, looks like the ankle is just right down the knees, and the blades should be in the same angle as his forearms, you can see the deference in his left arm, and looks like if the blade is rotating in its own, but other than That!!! I really like his shoulder movements and later on you can add animation to his mouth.. You can use venom from spiderman as reference, like opening his mouth and moving his tonge all over the room, LOL, that would looks, nasty and creepe at the same time, great job bleed congrats.

Are you using muscles like with Jhonny?
Have you check maya muscles? I opened the program a while ago and I was shocked looking all those options to work with hair, muscles and cloth
 
Yep, I was going to point out the legs flexing at the shin instead of the ankle, and the left blade not looking attached to the arm.
I also have to reiterate that I think the feet should be a bit shorter.

I'd also make his head lunge a bit forward and down when his shoulders go up, kinda following the breathing cycle.
 
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