If this is the same one as the model resources model, then I highly recommend NOT to export this as a single object .obj. Because I tried to import the .obj into 3dsmax 2010, but the textures were all messed up due to it being one object.
I believe it's simple, I found out how to make GW spins around, make so he is "yellowgreen" in color even if he is white and one other is red and flying and always have one "oil layer" in his bucket O_o
also, did the same in final destination and on jigglypuff. all things that are effects (like the star and the mist) starts at the same time as FD
jigglypuff got same result like GW, also funny is that after he used the finalsmash, he increasing in Z so he getting closer and closer the camera until you move him O.o
dont have any pics right now ;_;
Unless you changed that in the module itself, I don't see what you just described remotely related to G&W's 2D Z-axis.
So wait, this is based of Beyond's vertex, right? So it was initially rigged onto Marth's boneset, am I correct? Because if that's the case, I could take a shot at rigging it (although if Thany wants to rig it, she may very well go ahead since she did make the addition faces and other edits).
I added Kamina glasses to Brawl Peach without having to redo the entire rig. I just needed to have all bones 'rigged' and re-rig all single binded objects (which is just adding a skin modifier and add 1 bone to it).
Not to be mean or anything but I agree with both of these. You could just put the files in a .zip and put a password in it. The put the pass code somewhere inside the readme(Not the top or bottom) That way they are forced to read it in order to find the pass code. Honeslty that's a more logical way to do it. Deleting it won't solve anything. And the people who keep asking for help already have the pack so they still won't have to worry if its deleted, and they'll still just pm you or come here and ask how or what to do.
Agreed. Deleting a download just because people don't read the readme will only backfire.
It wouldn't be like Nintendo to leave unused bones in one of the models anyways. But if this is one of the first times a Brawl hacker is messing with the physics engine... won't this be a whole new field of research, not a lot of relevant brawl hacks to relate to?
There are characters with unused bones though (like Squirtle and Kirby).
Disregarding that, being able to edit physics would be a great addition to the world of Brawl hacking.
Those MiscData files are indeed the model physics. For example, if you rename one of those bone entries will result in the same thing you get when you rename a bone directly in a model, so it is at least connected to the model physics.
First of all, it's ASM coder, not Ocarina coder. Second of all, as said before, characters and stages are loaded way different from each other, so having a character version of the stage expansion code is just impossible. That and you can only have a max of two of the same characters on the CSS (for example, only 0x01 and 0x41 are read as DK, while 0x81 isn't read at all).