He probably didn't inject the animation DAEs into a model DAE.
I highly suggest you write a mini tutorial. Took me a few minutes to figure that out when I first tried it.
I figured it out right way. However, there are a few oddities I noticed where the animations make the model twist itself oddly at times. That's due to the interpolation, though.
I think you need to add the extra FitCharacterSpy0X files for Pikachu, Jigglypuff and Sonic to the pack because I added these and I don't get freezing after matches anymore when using these characters.
...I forgot all about those! Mainly because I haven't ever played with the "Invisible" setting on in Special Brawl.
I do know that Sonic's model has some extra flags that I haven't seen in any other model before... but that's all I know. So there's something that has to be investigated.
Quick question -- what about the Kirby transformations which change his model (Donkey Kong, Falco, Jigglypuff, Olimar and Snake)? You should probably mention that you'll need files for those as well to prevent crashing.
Don't worry, I'll remap the textures to fix the repeating texture glitches, afterwards it'll be the quick and easy single-bind rig, and then making the multi-versions. i.e. No shield, no sword, neither, no sword but with the glitched sword for when shield is put up.
Can't you just set those up to use a texture clamp instead?
Wait, 64x64? Something tells me you might have the lowest resolution mipmap textures for some reason. What was the method used to extract them? Surely there's a way to get the proper textures.
Just Photobucket being stupid because I tried to change an album name. I'm moving my CSPs to a different image hosting site.
After Photobucket changed to the former "beta" layout, it's not as good as it used to be... You can't even have any images above 1024 width or 768 height anymore, which is horrible. So I don't blame you for moving to Dropbox, it's pretty nice from what I've used of it.
And of course you have to be using the original GMO files from Duodecim, and not an export from somewhere like The Models Resource.
(I still sigh over the "quality" of the PokéPark models on The Models Resource there because they were simply batch-exported without checking to see if anything was broken, namely the smoothing groups...)
A quicker way, I just figured out, is to check "No animations" when exporting the model. And if it doesn't T-pose, try one of the dozen "cutscene" animation models since the "battle" models are somewhat finicky.
For the Dissidia models, you can put them back into a proper T-pose if you use Noesis to export it to a DAE, then delete the animation data before importing.
(EDIT: Or if you don't care about the rigging, I think deleting the Skin modifier after importing does the same thing.)