Laaaaaaaaaaaaaaaazy
jk, it fits nicely
Good to see that you're having better luck than I am.
Speaking of my luck...
http://youtu.be/_VQi2IXhCJwJecht Shot with it's final animation and damage. Just need to make sure that the gfx actually works correctly and doesn't spaz out or start doing whatever it's doing...
OK A few things.
1 - Tidus should run faster; in FFX and Dissida, he's among the fastest characters in both games, he even runs faster in EX mode. I would say to make his running speed around Marth's.
2 - Check what bone the Blitzball GFX is on. If you animate a HaveN bone to be the blitzball bone for that animation instead of animating the Blitzball GFX itself, you probably won't have that issue. What I would do is have the Blitzball GFX simply be it spinning in place while the movement is done via the HaveN bone you want to attach it to.
3 - The Blitzball.... oh boy
If you aren't using Link's articles for it.. use them!
Just put the Blitzball mode over the article of choice.
You have 2 options:
1 - Using the arrow article; it's possible to use the arrow article to make a simple projectile. You can simply make a special where he simply kicks a BB at an arcing angle which you can control. You can also code in a similar way I coded Simon's Holy water. All of this can be done without the Bow's help IIRC.
2 - The Boomerang; should be self explanatory, just slap the model over the boomerang model itself remove the wind effects and change the hitboxes. Then you can have a special where he can simply toss BB Wakka style and have it come back to him like the Boomerang.
Of course, you do have more options, like you can use the Rang for Blitzball, and the Arrow article for something like Energy Rain's projectiles......