If any of you were wondering why I released a bunch of unfinished projects, since I've scrapped these projects, I've released my current progress on these projects for those with the skills needed to finish these projects if they wanted to.
Contains a very old alpha of my scrapped T. rex revamp. Only a small amount of animations are done. Even through not very animations are done, the included files are functional with no known glitches or crashing. Only minor issue is that no angled Side Tilt is 3 Frames, due to me starting, but never completing a custom Side Tilt (I had more animations on my old computer, but my old computer croaked, so I can no longer get those files). This current progress goes over Pikachu, but I had plans of making the PSA over Snake instead.
Contains a very old alpha of my scrapped Xenomorph PSA. Only Wait1 was made, but before my old computer croaked, I had a new Wait1 animation, alongside some attack animations. The included files are functional with no known glitches/crashes. Only issue is that the model is too high poly for Brawl. This current progress goes over Wolf.
A blank space where the video should be is in place with the text "! No longer available" underneath (as a hyperlink to the video itself). I'm not sure if this is a Chrome-specific issue though (like the code marking inside Spoilers issue). Regardless, it would be nice to see this fixed/updated.
The animation is an edit to Bagan's original animation, so I can't really comment much on it, but the only charging attacks that start to shake violently are Smash Attacks. Lucario's Aura Sphere (and by extension, Mewtwo's Shadow Ball) charge doesn't violently shake. Though if it's too much of an issue, I can try my hand at overhauling the Fireball animations.
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.