Go back to Maya. It's nice and easy. Shift-right click on the vertex, and an option menu will pop up with "Split Vertex". Click it. Then go up to edit, delete non-deformer history.
the hair is too high poly (over 5 000 vertices) but if I reduce its number, the model will be very afffected (it originally had over 35 000) but dont worry about it, the filesize problem can be solved by reducing the textures (I saved the model as brawlbox shows; and it says its just over 900 kb)
A model with that many polygons will lag whether the file size is small or not. It takes about four or five hours to manually cut down that many polygons to a usable level. I just did this on a model the other day. It had 27,500 tris, and after cutting and sewing edges, it now has 6000. And you can barely tell the difference.
It you let Max cut the poly count for you, it always looks terrible. But that doesn't mean dropping the count always makes things look worse, it means Max isn't smart enough to do so without cutting polys you don't want cut. If you cut them yourself, you get to decide which ones stay and which ones go, allowing you to leave the detail where it is most needed and retain the overall shape of the character.
This can be done in Maya... without the models having the exact same proportions. They don't even need to be getting put over the same skeleton. Gives pretty decent results, too, though obviously the closer in shape the better the final rig is.
Nice. I really do not why Max has such an impractical skinning tool.
You can lock bone weights in Maya. Just sayin'.
I get a weird error sometimes where immediately after importing a model, if I try to preview it all I get is a big red X. If I close and re-open the preview it works, though.
It's crunch week here, so don't expect too many updates until next week or so. I've got 45 pages worth of essays to write in the next week plus two design projects on top of that. OTL.
Yeah, sorry, this tutorial was all about getting a .DAE for use in Brawlbox. All the steps after that are covered by other tutorials on the site. But yes, you'll need to import your texture files into BrawlBox. Under the ModelData folder, there should be a TextureData folder. Open it up, and then right click on it to import your textures. Be sure to delete all of Link's original textures to save on file space.