The skirt is actually the least of my concerns. Peach's normal model was just as limiting as to how much you can do before it goes all crazy. You have confirmed that 2 of the other alts will have skirts rigged to their legs cause of how short they are, so...
Gamidame_K did something to the FitPeach.pac that made it so the bones wouldn't affect the models physical proportions, so I don't have to worry about making entirely new animations for everything... Just most of them... lol...
1). You can try to put a Luigi mod over Wario, by putting it in the respective folder, and renaming it respectively. But do note that every character has a different bone set, and these mods work with these in mind. Doing something like that would make character models squished or stretched, and some attacks may not work properly cause of non matching bone values.
2). Yes, the last 2 numbers of the file is the alternate skin you're replacing.
00 = Default 01 = Red 02 = Green 03 = Blue
Anything higher than that will replace the various other recolors a character might have.
2) For this one, first get BrawlBox(You can easily search the forums to find it); after installing it, you can open the Spongebob.pcs, click on the plus on the second "ModelData" and then the plus on the folder, and there should be a name like FitCHARACTERShd, where CHARACTER is what folder you're going to make for the default "fighter" folder. Then do the same thing with the Spongebob.pcs by renaming the .pcs to FitCHARACTER(The name you found out)00.pcs, similar in filename structure to 1). You don't need the .pac if you're only going to use the file to play in multiplayer, which most people do anyways. (Important Note: The Shd I mentioned may have a faulty name; if it's not the name of a character from Brawl, you should right-click and click "Preview" to see who the polygonal thing looks closest to.)
No need for BrawlBox on this one. The Vault should say which character it's over... If not, then what is wrong with them?
I would like a preview video of what's there right now. Not attacks edited in yet. I recommend not doing any specials either... lol... Just walk, run, jump, all that Jazz.
Expect a preview video within the next week. Almost done with the rough Animations for the basic movement. I just need to animate a forward Dodge, as well as running/turning animations. After that, I can get to working on the attacks.
No progress since the Run Animation which I still need to fix. I got back into the mood of drawing... lol... I'll pro'lly get back into it in the next few days. I'll pro'lly start with the actual attacks as well. While on the subject on the actual moveset, I'd actually like to give y'all a sort of change list. Not entirely sure if the old Shinda PSA has a good balance, so I'd like to discuss buffs, nerfs, and a few new things that I'll be doing for this remake. Do note that I'm going off memory of the Old Shinda PSA. I haven't really touched Brawl Mods ever since Post Secondary was a thing, so...
Jab A 3 Hit combo. The 1st 2 will be a Scythe spin. The 3rd Jab will be a horizontal Katana swing.
Dash Attack A spinning Scythe attack that hits twice. Diagonally down for the 1st spin, and a sort of uppercut for the 2nd.
Side Tilt An overhead swing with the scythe.Slightly longer startup, but has more knockback.
Upper Side Tilt A crack at the whip that draws opponents towards you.Longer range with a bit longer startup. Doesn't trip opponents anymore.
Lower Side Tilt An uppercut attack with the Katana that you can interrupt with a jump.
Up Tilt An overhead Scythe swing with a hop to it.More range.Can't move around with it.
Down Tilt Calls her kitten to trip opponents. High priority with colliding hitboxes.
Side Smash An uppercut with the Scythe that steps forward. Only hits once.
Upper Side Smash A double backflip. The 1st flip being intangible, with the 2nd one being a series of gunshots. Will have less range.
Lower Side Smash A barrage of multi-hitting Katana swings. Deals more damage than the normal smash, but does not have as much kill power. It's no longer a large, bidirectional, multi-hitting, moving hitbox.
Up Smash Swings her Umbrella, points it up, and opens it. Hits twice.
Down Smash Cracks the whip on both sides.Loses some Damage and Knockback.
Neutral Air Swings the Whip wildly hitting multiple times. Less Landing Lag.
Forward Air A spinning katana attack that hits 3 times. Less Landing Lag, damage and killpower.
Back Air Shoots the handgun from behind.Great range with the sweetspot closest to the gun. Still has horizontal momentum, but the distance it travels is less.
Up Air Swings the Umbrella up, then opens it. Hits twice. Has upward momentum upon opening the umbrella, but you must land on the ground to get that momentum again. Otherwise, it'll be a single hit with an open umbrella.
Down Air A downward sweep with the Scythe, with a meteor smashing sweetspot at the start of the swing. More startup lag.Hits front first.
Neutral Special A single gunshot with long range. Slightly more knockback, and less ending lag.No longer pierces. Aerial version hits horizontally as opposed to diagonally down.
Side Special A charge with the Katana that penetrates shields, and meteor smashes regardless if on the ground or not. Slightly less Endlag, and more range. Goes into Helpless state in the air.
Up Special A jump while swinging the umbrella. Upwards and Backwards momentum after the jump if hit. Covers more vertical distance. Only goes into the Helpless State if the initial attack misses.
Down Special Calls an item from the sky. Hold the button to extend the falling period. The short version can call a Crate, Smoke Ball, or Food. The long version can call a Crate, Smoke Ball or Pitfall.
Pummel Stabs with the katana.
Forward Throw Pushes the opponent off, then swings with the Scythe. Less Endlag.
Backward Throw Throw Opponent behind and shoots the handgun.More Knockback.
Up Throw Stabs opponent with the Umbrella, aims it up, and opens it.
Down Throw Slams opponent to the ground, then calls the kitten to scratch the opponent numerous times.A falling item no longer falls down during this throw.
Thoughts? I'm thinking of a moveset that's easy on the followups. But idk 100% yet. As far as stats go, I think it'll remain unchanged. Slow Walks, Fast Run, Slow fall, Quick Fastfall.
Also, while this is still fresh, I'm thinking of giving this moveset a custom SFX. So, if anyone is willing to give their voice talents, do PM me, and we can discuss. I'm looking for a young monotone female voice, that can still somewhat express emotion.
I only have Maya on me. If you want to make changes to the model, ask Gamidame_K for the original file. Plus, I'm no Model Importer, so idk how this stuff works... yet...