To further specify, the bottom image in the first spoiler wasn't originally set to "FixedRotation, FixedScale, Common5, Visible". I had to manually set them to what I wanted. The only way to do this is to use v0.67.
The Bone Flags of a newly added bone are the following: "NoTransform, FixedTranslation, FixedRotation, FixedScale, Common5, Visible"
If this was going to be a new bone for something like an effect or if something were rigged to it, unless you made an animation (i.e. Keyframe), the game would treat the bone placements as 0, 0, 0 for Translation and Rotation, and 1, 1, 1 for Scale.
Bone Flags can be used to make added bones stationary without the need to add a keyframe to it. This helps out most with costumes with added bones, like with the Kart R.O.B. alt in Project M. Even some vBrawl bones have different Bone Flags.
Both these bones do not have geometry and are used for Stage Position parameters.
Edit: Here's an in-game example to further show what I mean.
This screencap shows the Lucario Final Smash placement bone on a Boss Battle stage. Without editing the Bone Flags to "FixedRotation, FixedScale, Common5, Visible", then Lucario wouldn't have went to that point, but rather, the game would act like the bone was at 0, 0, 0, rather than 0, 100, 0.
Another minor update, but for something unrelated.
For a secret project I'm planning on, I've decided to update a few things on Nanobuds' Mega Lucario. You can view the preview renders here: http://imgur.com/a/HBsSr
If you don't feel like going to the album, look at the below spoiler:
For what was supposed to be my current project, Deoxys, I'm heavily considering scrapping my current progress, and using Lucario as a base character, rather than Toon Link, as Lucario already has two moves I need for Deoxys as a base (Aura Sphere and Extreme Speed), when I would have normally needed to manually code something similar if I keep using Toon Link as a base. I'm also going to consider putting Deoxys on hold until I'm able to get 4 way true transformation working, as with the current limitations and how I have to work around them, Lucario doesn't have the assets I need to do so. This doesn't mean I'll be able to get started on Sceptile though, as I still need someone to finish Sceptile's model assets.
For my edits to Bagan's Classic Ridley, I'm waiting until one minor thing from someone before I can show more progress on it.
If you're wondering what Marioking64DS is up to (since I'm his one man band when it comes to moveset editing), his team's current project is King K. Rool. If you want to view progress, then follow his Twitter page to keep updated. https://twitter.com/Marioking64DS [I also have a Twitter (that I rarely post to) as well that you can follow, too. https://twitter.com/KingJigglypuff]
For those who downloaded my Project M Link, Mewtwo, and Roy ports, I've made an update to each of them.
The updates are as followed:
Link: -Attribute and minor coding edits to the BrawlEx version to make Rapid Jab mashing more consistent, as previously, it was difficult to get Jab 3 to come out. If you're not using the BrawlEx version, then you don't need to update.
Roy: -Awakening alt costume has been inserted, replacing the recolor based on it, alongside the sword glow edits. -Roy now has a proper model for Clear Mode.
Mewtwo: -Mewtwo now has a proper model for Clear Mode.
Speaking of Clear Mode models, I've also made Clear Mode models for Waluigi and Classic Ridley.
While not a regression, this has been an issue since, I believe v0.77, but the Weight Editor does not like newly added bones. When attempting to weigh a newly added bone, the vertecies aren't properly weighed, and end up glitching out. Saving doesn't fix the issue. This issue is still present in v0.78
This next issue has effected me since v0.77. Whenever I attempt to import a texture, the BrawlBox windows get small, and the text changes format.
Before attempting a texture import with v0.77 onward
How the texture import window should look (taken from v0.76b)
Texture import window with v0.77 onward
After attempting a texture import with v0.77 onward
Just like the previous issue, this is something that's still present in v0.78.
This final issue is something I've posted on the Github issues section, and was told this issue was due to the ANIM importer being unfinished.
What the issue is is that since the ANIM importer is unfinished, it tends to mess up animations, causing them to jitter and bloat file size. Before ANIM import
After ANIM import (pay attention to the quills, legs, and arms)
You likely already know about this issue specifically, but I just wanted to throw this issue out there in hopes someone who'll know what to do sees this, and finishes BrawlBox's ANIM importer.
Edit: There seems to be an issue with v0.78's Edit All function for animations. It'll only edit and save animations that don't have keyframes for the bones in question. Otherwise, it'll display the changes, but revert said changes upon saving.
Edit 2: You can force the edits to save by making a minor edit to the affected animations.
Edit 3: I remember this same issue effecting the Clean function for animations as well. Changes wouldn't be saved, unless the animation was altered aside from being cleaned.