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Daily reminder that the actual issue that caused Dexit wasn't porting the models, but rather creating the new animations.
Notably, the ones for Camp, which are surprisingly detailed.
...and also the fact that Dynamaxing and de-dynamaxing (as well as getting KOd while dynamaxed) have their own separate animation that isn't just *make bigger and red*.
Something that was proven further by the fact that several pokemon present in Let's Go which already had HD models ready were not available in SwSh on release, not even with the original "35".
Daily reminder that the actual issue that caused Dexit wasn't porting the models, but rather creating the new animations.
Notably, the ones for Camp, which are surprisingly detailed.
...and also the fact that Dynamaxing and de-dynamaxing (as well as getting KOd while dynamaxed) have their own separate animation that isn't just *make bigger and red*.
Something that was proven further by the fact that several pokemon present in Let's Go which already had HD models ready were not available in SwSh on release, not even with the original "35".
Release SwSh had 35 pokemon in the game files that had everything coded but were not obtainable without hacks (and well, were obtainable once Home released).
Kanto starters, Alolan starters, the knights including Keldeo, gen 5 legendaries, gen 7 legendaries, mewtwo, mew, celebi, victini, and obviously meltan and melmetal.
They're too proud to do it.
They havent commented anything on the fact that the other 2 reasons provided originally for Dexit were disproven by their own DLCs, nor even commented the fact they originally said that the pokemon other than the original 400 were never going to be in swsh.
Plus, let's be honest, it's very rare that a company will publically admit that they're inept at coding, less so after you faced the backlash that GF faced after Dexit announcement.
And even then, the RS art doesn't have them
It was mostly the anime, though at that point GF directly lent model sheets
Imma say this If you don't like them at their worst, you don't deserve them at their best
(Omega) Ruby: In battle, Blaziken blows out intense flames from its wrists and attacks the foe courageously. The stronger the foes, the more intensely this Pokémon's wrists burn. FRLG & Y: When facing a tough foe, it looses flames from its wrists. Its powerful legs let it jump clear over buildings. Gen 4 & 5: Flames spout from its wrists, enveloping its knuckles. Its punches scorch its foes.
Also why do you think it's Mega has fire streamers coming from its wrists?
Also whoever said I didn't like Blaziken? Sure, I think it looks cooler with the wrist flames, but it's design is solid overall and the fact that it didn't have the wrist flames for its sprites and I still like it shows how good of a design it is.
Typhlosion also technically is a quadruped. We need more on 4s tackle representation, like Hal's anims
I will give the SwSh's models excuse one bone throw though, the graphics team did need to adjust the lighting engine (and maybe touched up the textures). But the models themselves (wireframe, skeleton), but hey are the same models as they were in Gen VI.
Oh, and the new animations (how many new ones were there?) for Pokemon Camp as Worldie suggested.
...and also the fact that Dynamaxing and de-dynamaxing (as well as getting KOd while dynamaxed) have their own separate animation that isn't just *make bigger and red*.
Well the Dynamaxing & de-dynamaxing animation is just them taking the normal model, covering it in light effects, and having it increase/decrease in size. The Pokemon doesn't even change from its default pose (only after Dynamaxing and the new Dynamax Model has loaded up does it "drop down" and does its taunt.
Also isn't the Dynamax being KOed just an explosion over the Dynamax model (then followed by the a version of the de-dynamaxing animation except with the fainting/fainted Pokemon model)?
Sure, they're new "animations", but a lot of it is just special effects over the usual animations.
Like, only the Gigantamax would need new animations cause they're different forms.
They're too proud to do it.
They havent commented anything on the fact that the other 2 reasons provided originally for Dexit were disproven by their own DLCs, nor even commented the fact they originally said that the pokemon other than the original 400 were never going to be in swsh.
Plus, let's be honest, it's very rare that a company will publically admit that they're inept at coding, less so after you faced the backlash that GF faced after Dexit announcement.
Not to mention GF themselves are fickle when it comes to decisions (at least for those on top, particularly Masuda) and love to "surprise" people even if to do so they need to blatantly lie (in many instances where they could have just said "no comment" or "it seems that way but you never can be sure").
Daily reminder that the actual issue that caused Dexit wasn't porting the models, but rather creating the new animations.
Notably, the ones for Camp, which are surprisingly detailed.
The Pokemon doesn't even change from its default pose (only after Dynamaxing and the new Dynamax Model has loaded up does it "drop down" and does its taunt.
Also isn't the Dynamax being KOed just an explosion over the Dynamax model (then followed by the a version of the de-dynamaxing animation except with the fainting/fainted Pokemon model)?
Sure, they're new "animations", but a lot of it is just special effects over the usual animations.
Yes, quality wise they are, but from what I learned from back when people tried to "force" nonpresent pokemon in the game, they are separate data files, thus obviously extra work.
(re: GF is sadly not very competent when it comes to optimizing resources)
As far as I can tell old pokemon all received at most one new animation, which is the dynamax cry / runnning into an overworld encounter one. Haven't seen anything in Camp that wasn't in Amie, an attack animation or the datamined walking cycles, although it was probably a lot of work to splice those together.
Isn't this the same as the 3DS games too? I'm positively sure that only a few mons got a couple tweaks and most are straight from the 3DS. (For example, Quagsire got its arms in a different position).
I could post a source, but I'm not sure y'all would like to watch a DistantKingdom video...
I was referring to Typhlosion :P
And I already noted the flame wrists were in model sheets for ADV, so it's canon since at that point GF directly lent art assets
Blaziken's 3D model does have the wrist flames, they just only appear during some of its attacking animations. Though it would probably make more sense if they were "on" constantly during battle and "off" outside of battle.
Isn't this the same as the 3DS games too? I'm positively sure that only a few mons got a couple tweaks and most are straight from the 3DS. (For example, Quagsire got its arms in a different position).
I could post a source, but I'm not sure y'all would like to watch a DistantKingdom video...
I think some number of them are indeed new, or at least, porting them over isn't quite as simple as it sounds. Someone hacked a Dragonite into SwSh before the Crown Tundra came out by using the Let's Go model, and the Dynamax/overworld encounter animation is completely absent.
I think some number of them are indeed new, or at least, porting them over isn't quite as simple as it sounds. Someone hacked a Dragonite into SwSh before the Crown Tundra came out by using the Let's Go model, and the Dynamax/overworld encounter animation is completely absent.
I think some number of them are indeed new, or at least, porting them over isn't quite as simple as it sounds. Someone hacked a Dragonite into SwSh before the Crown Tundra came out by using the Let's Go model, and the Dynamax/overworld encounter animation is completely absent.
A lot of things could've gone wrong here, the most obvious of which being that the animation isn't being loaded properly. There was clearly some issues because the model is hovering way above the ground, this is usually a result of animation misreads judging by my experience modding other games.
The easiest way to check is to encounter a Wild Dragonite in SwSh and hack a Wild DNite encounter in a 3DS game. If the animation is the same, mystery solved.
If you pay a close attention, they probably do re-use pieces of the old animations, but the "retexturing" is going through during the animation, as well as the "taunt" animation or collapsing animations.
Dynamax - de/dynamax animations are definitely their own thing.
Seriously, where did this idea that kids have such a short attention span they'll drop the game if it presents them a little challenge come from? Is there some research that shows this is the case? This feels more like a stereotype thing than something which actually happens, I can only imagine the most inattentive kid just giving up something if it gives them even a small bit of challenge (and if that's the case I don't think they would have played the game long enough to get to Allister because they would probably not be able to sit through the story cutscenes). I've come to talk any excuse GF comes up with a grain of salt, because they either have lied or done things contradictory to excuses they've made it sounds like they made it up on the spot to get around the real reason which would put them in a negative light (aka they're lazy, interests are misplaced, and/or recently have been rushed to push out games when they need a few more years to make it more fully developed).
Yes, quality wise they are, but from what I learned from back when people tried to "force" nonpresent pokemon in the game, they are separate data files, thus obviously extra work.
Hmm, here's a truncated (and better worded) version:
Seriously, where did this idea that kids have a short attention span with games come from? Is there any research the shows they'll drop a game if it presents them a little challenge? It's a stereotype with no basis. Only the most inattentive kid would give up that easily (I doubt they would have even reached Allister let alone sit through all the cutscenes). Take anything GF says with a grain of salt cause they've lied or been contradictory in the past (likely to hide laziness, misplaced interest, or rushed the game out early).
The Dynamax models shouldn't even be separate models! There should instead just be a script that tells the game to increase a Pokemon's model up to a set limit (for both height and length) and have the red clouds just vaguely floating above where the Pokemon would be standing.
They likely will. GF heavily pushed the idea Dynamax is only a Galar thing, the super mechanic of next game will either be different or maybe we'll revisit Mega Evolution and/or Z-Moves but tweaked with what they learned from Dynamax.
Not sure what you mean by "the old 3DS models", the models they're using ARE the old 3DS models. In Gen VI they "future-proofed" each Pokemon model by making them all have way more tris then they'll need for a long time, which sort of backfired as I think that's one reason why the 3DS games lagged a bit, but upon coming to the Switch the system can handle them much easily. They probably won't even need to update the models for the next few generations.