Oh, sorry. What kind of file did you import it as, what program did you export the model from, and what version of BrawlBox did you use?
Unfortunately, I only know Blender importing, so if you used another program, I dunno why. I do know, though, that this was a problem with Blender importing, where it did that same thing, way back when I was first testing importing rigged models, and although I can't directly remember why it did that, I think it had something to do with either the rotation of the model and bones as a whole, or with the rotation/translation of the individual bones themselves.
This happens when I import some of the Pokémon XY Models into Brawlbox. Is there a way to fix this?
Expand the MDL0, and expand the Materials folder; see if you can expand each material. If not, that means that there are no textures attached to the materials, and this is super easy to fix.(This is something that happens with Blender importing, too) Go to a Brawl fighter, expand the MDL0, expand the Materials folder, and export a material. Make sure that either it's a material with only one texture being referenced, or, if you want to actually use a reflective material, use one from your choice of what kind of reflection you want(For example, Samus' reflection looks entirely different from Sonic's reflection on his fur) Now go back to the Pokemon model, and back to the Materials folder, and right-click->Replace all of the materials with the one that you exported. (This sentence is optional)Expand these materials, and, for each material, rename what texture is assigned to the material to whatever you want to name it to. Now go into the Textures part(Where the actual textures are located, in the other BRRES), delete any existing textures and/or palettes, and right-click the BRRES and click Import->Texture, select the textures of the Pokemon model that you want to import, and rename them to the corresponding materials. Now the model should have the textures attached to it.
Important Note: I updated the OP to have a primary summary of what exactly to do(Basically, a mini-version of the video tutorial, but without the video, images, or details; it's in text), with the previous disorganized tutorial in the spoilers; see my notes in white in the OP. Also, I have not yet continued work on the tutorial because midterms are right now for a few weeks, but I plan on continuing work on the tutorial soon.
Is it impossible, though? I heard that it was possible, and I know for a fact that Brawl animations to Sm4sh is possible, so I'd think it would work the other way around, as well, since Sm4sh is more limited in modding than Brawl is. But yes, I heard that it's compatible either way, at least, that's what I heard.
I'm not sure, but I think it's a Blender thing that the textures won't appear; I really dunno, though. Have you tested to see if they will display properly in SFM?
No, I meant see if you can do what you were attempting to do with Fox, but with Link's model(Specifically, the two polygons that I mentioned), and see if it's a Fox thing, or if it's your Blender settings
Hey, I was just wondering, since Blender is actually a way to import models to Brawl completely fine, would it be possible to update the link in the Resources page to mention that, instead of "Editing the files from Anim8or", since nobody even uses that anymore, could it mention how it can be used to import models? Also, would it be ok if we had links to tutorials on how to use each program in the Resources? For example, my tutorial for Blender, BlackJax's tutorial for 3DS Max, BlackJax's tutorial for BrawlBox, maybe even a link to the official BrawlBox page, and other links like these kinds of links?
Ok, I dunno. I guess, test to see if you can do it with Link's tunic polygon? Because that's what I tested, was doing it with that, and it worked. So test it with Link's 2 main polygons(The one that his boots are part of, and the one that his tunic is part of), and see if you can get it to work with that. Then tell me what happened, so we can narrow down what the issue may be.
It should theoretically work. Come to think of it, though, when I did it, my original model looked white/gray instead of black, whereas when I was experimenting with buttons, and selected GLSL, the model turned black. So try this, then retry what I was saying, and see if it then works, cause it worked for me:
Press the N key to open up Properties, and then scroll down to Shading, and there should be a dropdown; what does the dropdown say? If the dropdown says GLSL like my hunch is, change it to Multitextured and it should work.
Ok, so I just spent like an hour and a half Googling stuff, and found out how to fix it(I honestly never knew this before, myself):
1) You will have to do this for every single polygon; annoying, yes, but you have to do it for each one; a shortcut to select each would be to use the upper-right-hand display that has the orange triangles, expand the bones, and then select each of the orange triangles.
2) Go from Object Mode into Edit Mode, and select all the vertices
3) The bottom icon that's a clock, select that dropdown and change it to UV/Image Editor
4) Go Image->Open Image and select the image that would be associated with that particular polygon
But, yeah, in BrawlBox .71, export as .dae, in the FBX Converter, convert the .dae to .fbx, and then import the .fbx into the newest version of Blender. You could also directly import the .dae into the newest version of Blender, instead, and the bones won't be weird-looking like importing the .fbx, but importing the .dae would mean that you can't export the model back into BrawlBox with the rigging intact if you edit it. The .dae though does contain bones that work; it's just that the Brawl animations will mess it up, because they don't have heads and tails like octahedronal bones do.