It doesn't matter what bone you click and you only have to do it once.
So I'll be releasing an update soon, which includes pre-made breast sizes and some very minor rig fixes. It's a bit of a pain to animate the breast size on every animation so these will remedy that if you just want some plug-n-play preferential boobage. All sizes (even the bigger ones) will stay the same size in-game with or without the included animations, but I can't guarantee the breast animations won't clip on anything but the default sizes they were made for.
There will still be a separate model with support for SHP0 (animating the breasts to be smaller) included in the download. Only the default size comes pre-packed with all the recolors so the download size isn't huge, so you'll have to swap out the models yourself if you want a different size with recolors.
The sizes range from 0.0x (flat chest) to 1.5x (huge). This is the largest pre-made size:
For anything bigger than that, you're on your own.
So for any bones you add that aren't present in a vanilla structure, you just open a complete character .pac in BrawlBox 0.76, find the new bones, right-click them, and go "move to the end of bone array"?
Yep. You might want to click regenerate bone array first just in case, that will reset the order of all bones to the default order. Older versions would automatically do that every time you saved the model, but now it preserves the order of bones instead when you save in case there are edits, so you it's now something you do manually.
And this allows addition of bones to be wifi-compatible (as long as hit boxes aren't modified) and these bones can be animated without the use of a PSA edit?
Yes. To keep it simple, just don't ever change the parents of vanilla bones when adding extra bones.
Is there's a certain order you need to move bones to the end of the array when dealing with child and parent nodes? ie. Move the children down first, then their parents and work your way up?
Nope, there's no specific order.
I in particular prefer to order them in the default order, but like I said, not really necessary.
All of that stuff would be pretty nice and doesn't sound very hard to do (aside from rigging breasts again, jfc), but I was just finishing what I started.
Modding Brawl for the last 5 years was a great learning experience for me but at this point I can't afford to spend any more time on making mods unless I'm being paid for it, to put it bluntly.
I should go and update my hacks with this magic. How does one become a harry wizard with BB?
In BB v0.76 you can either directly set the bone index of your extra bone in the properties window or right click the bone and choose "move to the end of bone array" (which you want to do for extra bones). And if you want to reset all bone indices to be in order you can choose "regenerate bone array".
We have Cosmetics! [I was going to submit these (except the original renders) to the main submission, but I didn't want BJ to be spammed with BrawlVault PMs.]
kjpls, the squished dimensions on the CSPs and the CSS icon. <_>
Also if you go to Options -> Settings -> General in the model editor and check "per pixel lighting", the specular highlights won't look like pentagons.
Yup. The feature's in BB v0.76, although it does seem to be a bit buggy sometimes. Luckily it worked fine for this in particular. If you open the mod in v0.76 and look at the bone index for ThrowN, it's lower than BreastN, which is earlier in the hierarchy.
Remapping bone indices has been speculated about since before the model importer was even added, and I just recently figured out how to program a feature to do it. It was actually simpler than I thought :T
With it you can add and rig as many extra bones as you want without having to edit the PSA at all and without worrying about wifi desync, as long as you don't change the hierarchy of any of the bones I mentioned above.
Yep, it's fully wifi safe. The only bones that will desync wifi if animated any differently are any bone that influences hitbox/hurtbox collisions or moves the character in world space (like TransN).
If you only animate BreastN, BreastR1 or BreastL1, you're good to go!
Edit: You can probably ignore most of this post. Your problem is most likely that you didn't use BB v0.76 to edit the character file.
I tested it on Dolphin and on the Wii with Riivo. I didn't test it on the Wii with Gecko though, so it must be a Gecko-related problem.
Gecko has been known for its unforgiving file size limits and lack of support for RSAR among other things, and it seems that this mod is cutting close to the file size limits.
I ask what other mods you have installed because any other mod like a stage, character, or especially global mods (things like BrawlEX or other REL/common edits) could affect this one if they're loaded simultaneously.
Try using the P:M version instead and ignore the motionetc and common_en.pac, just as a test. The character pac filesize is a bit lower.
I did modify the scale of some of the bones on the model itself. Is that okay or should scale only be modified in the animation set?
That should be fine, unless you edited bones that are animated. The breast bones aren't animated by a default motionetc so any scale edits to them on the model should work.
Now that I think about it, I used an file size optimization on the final smash eyes and a workaround to make ThrowN keep the same bone index, and the bone at the index ThrowN should be at is scaled with the shield.
That might be the problem, but unfortunately I can't remove those edits.
Is that all that needs to be changed for it to work in PM? Do the animations work in PM as well? I can just make a quick edit to the download so it's compatible by default.
And there are many reasons that I want to use Blender. The main one being that Blender is 100% free for non-students as well, and has no trial limit. Other reasons include the following, but there are other ones as well:
Rare texture glitches(This Toon Link one is the only one I've run into so far) No glitched Normals No glitched UVs Easy weighting No size glitches(If you use the proper import)
Make a proper tutorial and people might start listening to you. probablynotthough