I thought imports could only use what the characters originally had.
Only if you use custom animations. If you use a one-slot character and want eye expressions then you have to make it connect to the original animations by naming the materials the same name as the original character's.
Since the Shadow Beast from Twilight Princess isn't in the vault anymore, I think I'm going to import my version of him. I haven't tested it on my Wii, because I don't have a SD card at the moment.
Now with coloured markings on his chest and custom shadows.
Also has the physics from Donkey's tie.
I have also made the Shadow Beast messenger. He has the reflecting shine on his helmet to stay close to his real version in TP.
i hope its possible since im needing it for: Mario(SMBZ moveset with Cape),Pit(Goku´s SSJ3 hair) but pit got physics bones for some parts of his cloth and maybe afew more PSAs i think i will look into it onces im back to modding again (as i hope i am soon)
I will recommend using Peach's or Zelda's physics, because the physics are already set to the hair, which makes the process almost done.
but, is it possible to ADD physics? like, for example... to a mario PSA/motionetx/model import, just to say something...
I don't know how to import havok files with Brawlbox, but it's possible to give Mario physics by heavily modifying another character's motionetc files with Mario's.
Basicly I'm just renaming the physics bone names using a hex editor. See the spoiler for more details.
I'm using Ness' motionfile as an example. I'm not sure yet why, but havok uses the physics two places in the motion file. I moved the physics bone from BagJ, which is connected to BustN to HairN which is a custom bone connected to HeadN.
The ragdoll_BustN controls the collision which can also be edited to other bones if you want to move a character's hair bones to a tail for example.
Sadly I don't know how to duplicate the physics bones, but it's somewhat possible to replace physics using characters like Peach or Zelda to for example Ness gives lots of physics bones to use. That's just the info I managed to gather from just fooling around the file using a hex editor.
Edit: I believe in the video I edited peach' physics from her hair bones (HairAN->DN) to her WaistN->BustN->NeckN->HeadN, which made her look so weird.
I knew that the vertices had to be float, so when animations still exploded during tests I was pretty much stumped as to what was causing it. What I didn't know though was that applying multiple morphs at once could cause that.
Does it only happen when the sum of the morph values is greater than 1 or less than 0 (on any frame, keyframed or interpolated), or only when there's a keyframe for two different morph destinations at once? Or both?
I think it only explodes when it's interpolated. In the start of the animation her smile and blink morphs is set to be 1 at the same time and it didn't explode. It could be because the vertices in the animation are different from each other (blink is set to the eyes, and smile is set to the mouth), which doesn't interact with each other. Though, it was and still is trial and error when doing shp0 animation.
I don't get the vertices explosion when using shp0. When importing a character, try to use force float vertices, and it should probably fix it. When using multiple vertex animations (e.g. blink + smile) in the same frame, they can often make it explode, or maybe reset the animation in Brawl. Example:
I'm using blink, smile, open mouth facial vertices in this animation.