so i'm doing this tutorial because there aren't many people that know how to do this (i could be wrong), but it's always a good reference. this will show you how to make polygons always show, even if they usually don't or only occasionally show (extra faces a character has, Olimar's eyes, Kirby's extra body, etc.).
first off, there is a little bit of hexing involved, but it's really easy to do.
and it really only involves moving bone indexes, so here’s how you hex bones.
yeah, i copied and pasted from my other guide, but with some edits. lazy, yes, but it'd be the same info if i re-typed itextract the model you want to edit from the FitCharacter0X.pac/.pcs, and open the model in a hex editor. i use HxD, just because it's free. if you need to, open the model in BrawlBox and find the bone you want to re-index, check it's model offset, convert it to hex (decimal to hex converter, the Windows calculator works just fine), and go to the offset in the hex editor. once you find it, this is how the bone will look.
Key: black = the whole bone, blue = beginning of bone, red = bone index number, yellow = NodeId number, purple = flags, green = bone hierarchy, the very left hand numbers outside the box = offset number (if it ends on a number besides 0, just go that many bytes in).
For those of you who care, here's a list of all the bone properties. i listed the more important ones, but here's the rest of them
Basically, Brawl bones are always 13 rows long, and the bone index number is always at the end of the first row. and in case you don’t know anything about hexadecimal coding, it’s rather simple to understand how it works. Decimal has 0-9, while hex has 0-9 and A-F, adding up to 16 numbers before repeating. So in decimal, you may have 11, but in hex you would have B.
So to change the index number (in red), all you have to do is find out what index number you want it to have, and change the last bit (in the pic, it would be the 02) to what you want it to be (in hex numbers). Simple, right?
And that’s the basics of bone hexing.
and here's a few examples of why this is needed.
this first pic is when you just replace the models with the fighters, no hexing. the Mario Bros are missing their hats, only Lyn's legs and sword appear, and Tails' tails appear. they all have a model bone over the EyeYellowM of the replaced characters.
this second pic is the after shot, when the Model bones are moved. old pics are old, but still applicable. with all 3 of them, if they all had a smash ball, they'd all look like the second pic.
since that's an older example, lets go over a better one now.
as a note, if a bone isn't directly attached to the model, then it can be moved wherever you want it to be. to see which bones are attached to the model, just preview your model in BrawlBox, choose the bone you want to move, and then increase the translations of the bone. you will quickly see if it is or isn't based on if anything on the model moves besides the little lines that represent the bone, that's supposed to move when you do this. Examples of unattached bones would be the BodyM, ThrowN, and the HaveN bones. the reason i bring this up is some bones don't want to be re-indexed, especially if they're directly connected to the model, like an arm or leg bone. it may cause some animation issues in game.
And another note, bones can share the same index number. Just make sure the bone isn’t attached to the model first. and from what i can tell, it's okay if a bunch of bones share the same index, as in having 7 bones all with the index that the TransN has.
easy, right? just one simple change. as one last note/warning, sometimes bones won't like where you move them. you may experience some odd things, like the polygons you want always showing could float way above the character, or maybe the entire character is in the ground for certain animations. if that's the case, just re-index the bone you moved to a different index. it may take a few tries, but it will eventually work.
and as always, if you have any questions or need help, just ask and i'll do what i can to help.