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Toph Animations Complete!!

Progress in October went from slow to instant. I couldn't believe even as I was making the remaining 20-25 animations for Toph how fast it was coming along. Take note that I didn't even work on her for the majority of October. I'm sure my week staycation from work contributed to that, but only about the last 2 or 3 days of the week was spent on Toph at all. The rest was learning 3D character rigging, as well as rigs for mechanical models and how to make IK rigs. But hey am I talking about rigging or Mugen here haha?

Aside from an alternate jump and an alternate idle animation, I also completed Toph's crouch and aerial attacks in the beginning of the month. Her normal attacks were already finished before that, so I was able to dive right into her special attack animations. Some of them were a pain, and others were incredible easy. Others I didn't even need to make since I could mix and match a couple of sprites, and I had to get creative with diverse, tactical moves anyway. Toph usually just launches rocks forward or armor herself, and I had to reflect that but not make her too repetitive with the same moves. I think I succeeded in that goal.

After finishing all her animations, and planning out the palette options for her which turned out very awesome, I made some additional animations to keep my option open for when I assign them to their appropriate states. Most were repurposed and others were made to replace old, intended actions. For November, I need to make all of her rock animations, organize the palette, splice up her images and import everything to fighter factory. I'm impatient to get her into fighter factory already, but the time will come. Toph's release date is this Christmas! I'm a bit apprehensive working on her code in fighter factory, since almost all of her attacks will consist of helpers, but I'll get it. At this point I'm pretty familiar with helpers.

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