my guide on how to fix model swapping glitches. the reason he has the snap back glitch is because he doesn't have a properly indexed TransN. Ike's TransN is 9, therefore E-123 must have a TrasnN as well.
and ROB's not impssible to get rid of. if a model already has a lot of bones (probably 80ish or more), then it could take enough bones to replace him.
this thread has all you need for importing models from other games. the only thing is, is that the file format must be .mdl0 to begin with. the first post of that thread has a bunch of games already checked to see if they have .mdl0 files, and usually what programs you need to extract them with. to get them to work with BrawlBox will require some hexing, but i think the first post of that thread also has an auto hexing program, but it also has instructions on how to do it by hand. this can be done with any .mdl0 file, meaning characters, items, and stages could all be imported and used.
but if you're doing a character, http://forums.kc-mm.com/index.php?topic=9248.0 this will help you get the character ready for fighting with as few glitches as possible, after you get it working with BrawlBox first.
Edit: alright, i did a little testing, and updated the OP. sorry it took a bit, but i wanted to test the hurtbox editing. i dont know if it's just me, but it's a perfect fix the hurtboxes for one player, but others (2-4 playing the same character) are unaffected. and the shield fix needs to be on a bone that's not connected to the model. i say that because not all models have a ThrowN.
but if you're going to do this, then here's a warning, actually 2. first, this fix will only work on full character replacement projects, because it requires PSA editing, meaning no one slot fixes for now. second, Tabuu can currently only edit unedited FitCharacter.pac files, meaning you'll have to completely redo the PSA of your character.
i'm writing it up right now. the shield part at least. i think i know how to fix the hurtboxes, but i haven't tried yet. i do see that Tabuu has the Hurtbox section, and i think all you have to do is edit which bones the hurtboxes are connected to, but my Wii is currently being used so i can't test. if you can confirm that it works, tell me how and i'll add it in as well.
it must have been something with the auto remover. maybe i should do a guide on removing polygons through hexing... or maybe just link to the one i found from a while ago.
yeah, go ahead and send me the files. the auto remover has a bad habit of messing up like that. i'll try removing them by hand and see if that'll help. which polygons are you trying to remove? just the sword ones? and are you trying to remove the back sword as well?
i'm glad it helped, thats why i posted all my notes.
anyways, i would assume the hole in his head was from the hat being removed, but are you sure you're removing the polygons correctly? are you using the auto remover, or removing them by hand?
Eternal Yoshi: really? it shouldn't, the LHaveN isn't connected to the model. i'll try it and see if i can get it to work.
Edit: yeah, i see what you mean. i tried moving the LHaveN to 15, and then the rest of the bones inbetween down, and all the animations were correct, but he then held items with his chest. maybe it isn't so simple on some models to fix? or maybe it has something to do with Gray Fox's bone structure. his BustN bone is bone 15, which might explain why the animations messed up the first time, and then holding items in his chest the second time. when i did it with Toon Link over Ness, the RHaveN ended up on TL's RShoulderN, but didn't mess anything up. so, yeah, i'm not sure why aparently some swaps won't work with it and some will. [/edit]
and Doublek642, i just PM'ed you back, but either way, how exactly did you fix it? is it just a certain thing we haven't been doing? this would help so many character projects immensly if we can find an easy way to get rid of this problem.
yeah, i'll fix it to be a little more specific in a bit. but all you have to do is hex Gray Fox's LHaveN (which is index 20) to match Metsknight's LHaveN (which is 15), and it should work then.
that, i would not know how. it would probably involve moving more bones because of the way the animation for the cracker launcher works, but i have a feeling that would mess up other things. it was kind of luck that the HaveN bones aren't attached to the model, i didn't realize that until today, but i wouldn't know what to move to try to fix that.
but you were able to fix your model so it picks up the rest of the items properly, right?