Some things you should know about the demo:
I just built in an animation porter. It literally ports animations from one character to another as best as possible. I'm sure you'll find it handy, just remember that it can't do everything perfectly. Sometimes you'll see that some bone's rotations and translations will be off by a little or a lot, but that's an un-fixable problem. If you're porting an animation from one biped to another then you shouldn't have too many, if any, problems. Besides, you can fix those problems yourself, lazy
Now you won't have a good reason why your imported models are in T-pose
Just right click the animation you want to port, open the model the animation works normally for, and Brawlbox does (most of, if not all) the rest!
Also, still haven't finished fixing the undo and redo buttons. They are a little bit glitchy, but for the most part they work.
No Kinect abilities yet, so the button is disabled. The vertices button you can try out, but it doesn't have any use at the moment, and it's EXTREMELY SLOW...
Another thing, you'll notice that animations run faster when you toggle bones off. The bone rotating function is amazing so I kept it in the modset, but it slows down brawlbox a lot. I didn't want to remove it, so I made a compromise by un-rendering all the invisible depth spheres when you toggle the bones on and off. You'll notice animations run as fast as they do in game also (Just a little bit faster than 63d)
Everything I say that's done in the OP is included in the demo. Just remember, everything having to do with saving mdl0s doesn't really work. Just be aware of that. As long as you don't open the mdl0's directory, you should be able to save it fine.
Just remember, the demo still has some problems, so use it at your own risk. It's not my fault if you screw something up lol
Download the Demo:http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20067Phew it takes a long time setting up all the posts and stuff with the Brawlvault all at once.