I can understand the Sunny Day idea when Mega Zard X appears, but I don't think you should use the color overlay. It looks like a Photoshop pee filter to me. If you need something for sunny day, I would recommend having beams of light from above spawn when Mega Zard X enters. Doesn't even need to last; it just needs to be present when he finishes the transformation.
Yeah, I'm planning to add some arm and torso movement before he slams down.
Also his right arm needs to swing up before he brings it down.
You know that Noesis can view Dissidia 012's animations right? Why not use that viewer as a superior reference for how to move his limbs when doing the backflip?
There's also a FFX animation viewer as well.... I cannot remember the name of it though.
!!!! It's called Chargeur FFX, and it works with FFX-2 stuff as well.
While this is amazing, I can't help but feel that having to design SSE stages around everyone limits what you can do because the more challenging level designs that would be interesting can't accommodate everyone.
To make it doable with everybody, you'll end up having to design it around the slow characters that can't jump(IE Bowser, Ganondorf), which will make the overall design too easy for the rest of the cast....
The fact that the SSE attributes makes everyone's jumping ability and mobility worse is no help either.
At the very least with this info, Minus and PM(Much later down the line) can adjust level designs around the changes to the characters and physics. It's just too bad that it's so difficult to make platforming challenges that aren't a bore for the fast and higher jumping characters like VBrawl's SSE.
Check your config files and the module files. Disable Kirby hats in their FighterConfig files if you haven't already or the game will crash when Kirby gets loaded in with the Excharacters. Also remember to check your modules to see if they are named correctly and have the correct Character ID and Module IDs.
MiscData [5] appears to not exist in normal stages... Can you add a note to the topic title to SSE Stage Hitboxes? The current title is very, very misleading.
Anyway, the best way to check is to get the base damage of the projectile by checking it in game.
Don't touch any of the original model bones when the Control Rig is active until AFTER baking. If you're going to choose something to rotate in the control rig, I recommend choosing the control rig objects from the Character Control tab on the right side of the screen.
If you're concerned about TransN, that can wait until AFTER baking. What I would do is move the Hip control like you would HipN, bake, then cut and paste the values from HipN to TransN. Just remember to key the axis when you do so.
You aren't supposed to move or rotate the boneset before you apply the control rig; for the control rig to work properly, the model and boneset need to be in the bind pose, AKA T-stance.
Copy pasta values from Brawlbox isn't going to give you the exact same pose.
And also, when I tried to export it, I couldn't find "animExport" (which is what I believe is the setting in your export setting pic).
I am using Maya 2014.
You need to enable the AnimExport plugin in the Plugin manager. Window > Settings/Preferences > Plug-in Manager - enable the AnimImportExport and make sure load and auto-load is checked.