Eh.... in small numbers that could work, but if there's over 10 models then we're starting to waste space on bones. I'm avoiding the "old methods of working around Brawl model requirements" because it hinders the quality and freedom in these models, and because we already have module hacks that can modify for more articles as needed. They're just not available to the general brawl hacking community.
Oh...
I never knew that those existed. I've always stayed away from modules. (Character .rel ports never work in SSE...)
And yeah, with the bone situation it was just an example, adding as many models as you like. 10 models is absolute overkill lol.
If you have access to extra articles, by all means use them. I truly didn't know something so useful was even around....
Most additional models per character are included as models in their fighter files. The only difference I can see between normal models and articles is that they are usually items that can be picked up or otherwise interact with others... someone explain the differences between articles and normal models please >.>
To relate to your idea, the closest would be Mr. Game And Watch, who keeps several hidden models and also fights with a random assortment of weapons. (Also, no idea on Pinkie's specific moveset as of now)
Sorry about the uncertainty. When I said articles, I meant extra models.
However, I didn't mean in the same manner as Game and Watch. Game and Watch uses PSA codes related to the visibility of specific bones. Like the Eyeyellow bone.
The Eyeyellow bone doesn't actually have anything rigged to it. The Yelloweyed polygons are usually rigged to the HeadN or something. But the visibility of the Eyeyellow polygon is set to the Eyeyellow bone, which is why it appears when the smashball is hit. G&W's hammers and such work the same way.
What I was talking about isn't using bone visibilty, but simply rigging the foam hands/etc. to one of the bones that the pony doesn't use as a normal model, not an article.
After that, you can simply use Brawlbox animations to keep the models small and out of sight when they aren't needed.
That, and you can add as many extra models as you like as long as you have filespace and enough bones.
I don't know if this has already been said, but what about instead of making them PSA related you use the extra bones the ponies have?
Rig the articles to one of the bones that the pony doesn't use, and then use scale to make them really small, and then put them inside the pony's body or something. It would work.
niice man i really like emerl im guessin thats a custom model since i dont remember him being in any 3D game u_O you needa fix the glove's textures from what i can see over fox will be fun
Yeah. A modeler named Bagjac did a series of models based on Sonic Battle artwork. He's an amazing fellow, but he decided to disappear off the internet and take his stuff with him. Some of his stuff, like Emerl, is still floating around though.
I kinda like the hands like that, but I suppose I could change it.
A vertex was made of him, but Sonic is limited with what he has, so it only had the antennae. This way, we can have the antenna, chest piece, and hand pieces.
lol. I tried my best. That was way back in the vertexing days.
Anyways Nanobuds, about that weirdness going on there.
Whenever I get that error (and believe me, I get it a lot with the E-100 robos) it's because one single polygon has multiple textures mapped to it. When imported, BB doesn't know what to do with it, so the entire model gets mapped to one texture.
All you need to do (not that it's simple...) is use the divide by IDs script and split the model up by bitmaps. Then you need to manually drag and drop each texture on to the part that uses it. It's really tedious.
It works, but if you've already rigged the model it will annihilate your skin modifier. You'll need to re-rig the entire thing.