Not much progress since the last picture. I've been outside, and when I've been back, I've worked on Block Tool to implement something I needed for some trees in the stage.
Basically, the always-camera-facing models I'm using for the trees have 1 good thing and 1 bad thing. The good one is that it's multibone, so I can move the whole stage, and the trees will move aswell. The bad thing is that they're transparent for fighters, and transparent between them depending on the order they have in the file.
I have another model (the moon in fourside if I'm not mistaken) that I previously used as a tree, always-camera-facing too, but not multiboned. That means that the trees with that model don't move with the stage. On the contrary, these ones have no transparency problems.
So, to calculate the new position of single-boned trees with the original position and the new values for the stage itself, I could use block tool with a tree-position-vertexed block and applying the values. But it was not quick to do, cause I needed to read the new values in brawlbox once used block tool. So, I've made a new option so the changes are applied to the current bone, and not the vertices of the model. This way, I can calculate those values more quickly. And I will surely be using those models for the new version of the stage I'm doing, the one in the last picture. This way, I won't need to remove all the trees between the camera and the characters, but only the more annoying ones.
Also, now Block Tool is able to select the name of the model used, just go to the set parameters thing to change. This is the new version, if anybody is interested. I don't guess anybody is using the new 'apply to bone' thingy, but I update the link just in case.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19049By the way, today I'm gonna work on the band again, and monday too. So, don't expect great news until, at least, tuesday. As I already said, summers are not good for me to hack quickly... u_u
EDIT: Gonna leave a few new pictures before going to work:

Click to enlarge ^^U