Yes, the CSS is actually pretty easy to edit you just replace 2 files in the common5/selchar.pac you can find the instructions in the original bex thread linked under useful links on the first page.
Hey I have a question, how did you guys edit the css so that it can fit more than 50 characters? I ask this because using the CDs code to modify a regular BrawlEx Css will only allow on to add 50 slots in the Css yet PM+BrawlEx allows for far more characters to be added
well I have another problem related to clouds animations? when ever I import the animation to maya 2014 the animation looks like it goes to 30 fps even when i look one frame at a time .It looks like it cut the animations frames by half and chances are It is my maya setup if you want I can upload the files to look at
Thank you all very much. I did figure out the problem which was a mix of improper maya rigging and not exporting the bones in 3dsmax correctly .Which I figured can happen since it is my first time ever using either of these two programs.
right now I'am trying to port cloud's animations to ike but I have a problem. Whenever I import the animation in to maya only smash 4 cloud's model is animated while brawl ike's is in a T-pose is this normal
Chance are this is caused by a difference in variables between project m move sets and other move sets. What is would suggest is to go into psa compare the variables between pm sonic and any moves eye and change them to match pm sonic.
Sorry if it look sloppy I'm typing on a mobile device