◆ Changing The Position of the Eyes ◆
Alright, this part
can get a little confusing at first but I'll try to explain it the best way I can. It's actually not hard at all once you know how to do it though.
The eye movements are basically just attachments to your pose. Meaning, you have to have a pose (.chr0 / Model Animation) in order for this to work (which we already did, so don't worry). Alright, so:
♦ 1. (Close out the preview window if you still have it open) Right click on the BRES ModelData, go to "New" and click on "Texture Animation.
♦ 2. Rename both the
model animation data and the
texture animation data to the same thing (it doesn't matter what you name them, they just have to be the same that way BrawlBox knows to associate the two together).
♦ 3. Right click the texture animation data and click on "New Entry". This made a new data file named "NewMaterial". Right click on the "NewMaterial" and click "New Entry" (do this twice--since there's 2 eyes).
♦ 4. Now that that's done, go back to previewing your character's model data and turn off all the polygons you don't want to be shown, and well as the eye highlight texture and the yellow eyes texture.
♦ 5. In the Animations tab click on "CSP Pose" (I named it "CSP Pose" but just click on whatever it is you named it). Next, click the drop down tab that says "CHR0" and select "SRT0." Then once more, click on the "CSP Pose" (or, again, whatever you named it).
♦ 6. From here, we're gonna be doing things in 2's (since there's 2 eyes xD).
In the polygon section, find polygons that are the eyes (there will be two of them). Click on one of them and then click on the eye texture in the textures tab (in Marth's case it's "MarthEyeIris"--other characters' will probably be something similar). Then set the position of the eye in the bottom tab.
Repeat this step except with the other eye polygon selected.
♦ 7. Once finished, be sure to save and export it so you'll have it for later.