In brawl box when you make an animation say Zss ftilt if i made her leg stretch out lets say like forward would the hit box follow the bone its originally on or stay in its usual spot?
i think i know what ur saying. If you make a bigger hit box for an attack it does NOT
i think i know what ur saying. If you make a bigger hit box for an attack it does NOT follow the bone. for example. theres a PSA out called awesome falcon. its for cpt falcon. it makes it so his arial attacks can hit u from hyrule castle length apart. and does 999 dmg. anyways. even though he can hit u from across the stage. his knee (forward arial A) doesnt stretch to where he is. only the hit box does.
I'm not that experienced in PSA but I'm pretty sure that if you want a hitbox to follow a bone, it will be attached to wherever that bone is as long as you put a hit box on a bone and for however many frames you set it to before you terminate collision.
First pic is ZSamus' leg bone with ID in BrawlBox BoneID is 62
(http://i975.photobucket.com/albums/ae232/dingoberriz/zamus.jpg?t=1269544259)
Second is converting ID into hex using windows Calculator
(http://i975.photobucket.com/albums/ae232/dingoberriz/calc.jpg?t=1269544033)
Last is how the hitbox follows the bone for her Dash Attack
(http://i975.photobucket.com/albums/ae232/dingoberriz/zamuspsa.jpg?t=1269544311)
Bone 3E, 3F and 40 are her leg, knee and foot. The hitbox stays on the bone until you terminate collision. I hope this helps and makes sense. If I said anything wrong feel free to correct me.
Omg thenk you btw the strestch thing was just an example not an actual project XP