What...?? I have no idea what keyframes even are, and I don't really understand what you're telling me to do. You want me to animate the background and foreground in the Advanced Model Editor giving them one frame each? How do I do that? Why do I need to do that?
Well, keyframes are segments of an animation that define what position things should be at. All the regular frames work off of the keyframes and pretty much don't need to be defined. This cuts down on file space.
You need to turn the frames on each bone of each model so their textboxes turn yellow.
To do this, create a new CHR0 animation in the modeldatas of the stage and background models.
Then, in the model previewer, select the new animation in the modeldata the model is in (right tab). Select each bone (left tab) and then hit the copy then paste buttons shown below:
This is needed because the scale and rotation of the models are changed from their t-stance, and thus need keyframes for the game to recognize. And you deleted the animations given there, so you need to remake them.
For the other thing, I deleted everything under the ef_StgFinal. So all that should be left under it is MiscData[0] - [2]? What is the function of ef_StgFinal? How come I never got the rainbow before when I played on the level with ef_StgFinal before?
MiscData[0] should have <null> under it, but otherwise that's fine. The rainbow is normally covered up by the 2D foreground image (unless the part over it is transparent).
Edit: Ok, well after removing the stuff in ef_StgFinal the rainbow dot and stuff is gone now. Can I delete the MiscData[0] now since it's empty? Also, I still need you to help me with the other thing with the model though because I don't get it.
I don't advise that. Brawl can be.... picky with the files it uses. I have no idea if it matters, but it's best to just leave it alone.