So, it's Amy Rose, but a redesign by a guy named Vantoggle. I just liked how it looked so much I decided to make it.
And, along with that, a while ago I ran some tests to see if I could make Dedede human-shaped without having to do a PSA or Custom Animations. And it worked. It's a oneslot costume. But it looks slightly janky. Still trying to set up that dress so that it's not so strange.
@Kyouma
Well, I actually did make her more thin once, but DANG it looked really off. The closer the shoulders are, the more off that the hammer is in relation to her left hand. Dedede's animations have him hold his hammer with both hands, but moving his shoulders closer together makes the left hand look really funky because it's holding nothing. On that note, the results of that test ended up here:
Which was a thing that got completed a while ago. Still needs some rig tweaks to make things not so awful. The pictures make it look better than it does.
Well, kinda. Like I said, rule of thumb, try not to get stuff bigger than the original costumes. We kinda know that if it's too big it'll freeze, but so far as I know no one really knows the hard limits. There was once a collab to try and figure them out, but I don't think they knew then what we know now.
Oh, I see. Maybe they found more info while I wasn't looking.
In any case, just think of it as that Project M has a harder limit on how big costumes can be. But as always, if it's smaller than the original files, then it should be fine.
And if it isn't, I have no idea what I'm talking about and you can just ignore me, lol.
In PM, the moveset files and animations make take up a lot of the character's actual data partition loaded while the character is actually fighting. Data is shared between the current costume, the PSA, and the MotionEtc. If these altogether are larger than the character's filesize limit, the game freezes when you select a stage.
Odds are, it's probably this. A lot of models are unoptimized though, so if that's happening you MIGHT be able to tristrip it and get it to work using Brawlbox .71.
Nice work here! Always a fan of modifying the SSE. I'm with Grav here in that I really want to help, but it seems kinda out of my expertise.
Is there any way we can help out? If you can tutorialize the process of mapping into a replicable general workflow, crowdsourcing might be of use to you!
Among other things, I'm fairly sure that SSE enemies have a PSA-like component to them as well. Maybe checking the Brawlbox Source (or PSA, if the source is around) might give some leads into cracking it? I'll try looking into it, too, but I'm no professional.