Wow that's great!
Could you possibly show us how it looks with an actual character that was orignally in brawl? Like ike or somthing?
Here's what Ike looks like:
Maybe once we know exactly what every value in a shader does in-game, I can program Brawlbox to render the model by reading the shaders. For now, this is pretty good.
yesh!!!
I LOVE YOU BLACKJAX
So how does that animation porter thing work? can it change all the bone refs/rotations and to the ones fit for the model wihtout stretching it all the hell in a weird ass way?
Yes.

I'm back, but only on PS3 for now...
hopefully I'll be on with my computer soon 
so wat'd I miss?? :/
I'm currently trying to figure out how the indices for primitives work so I can use them to group facepoints by shared sides. I also can't find any order or pattern for writing the facepoints. I'm just going to try writing them in order at first, grouping temporarily by node id if weighted... I also don't know how the matrices link to the facepoints, other than the index at the end.