How to deal with collision bubbles attached to bones that change scale
A collision bubble attached to a bone is unaffected by the scale of the bone. However, The scale of the graphic bubble we use to represent the collision bubble is the same as the x scale of the bone which it is attached to.
On Ness' up tilt we have 2 collision bubbles attached to bone 28 and bone 50 which appear on frame 5 (counts 4 frames from frame 1). The size of each bubble is 7.2.
This is what we get if we give each graphic a scale of 7.2. Ness is hiding in there somewhere.
Open any FitNess[#].pac in BrawlBox.
ModelData[0]\3DModels(NW4R)\FitNess00\...
We can see that bone 28 and 50 are LHandN and RHandN respectively.
Open FitNessMotionEtc.pac in BrawlBox or open any FitNess[#].pac with BrawlBox, preview ModelData[0], and load FitNessMotionEtc.
FitNessMotion\AnimationData[0]\AnmChr(NW4R)\AttackHi3...
Since scale is compounded we have to look at the entire chain leading to LHandN, all on frame 5. This chain can be seen in FitNess[#].pac. On frame 5 LHandN has an x scale of 1.363626 (shown), LArmJ has an x scale of 0.953555, and LShoulderJ has an x scale of 1.601241. All other scales are 1.
Therefore the new scale of the graphic attached to bone 28 should be:
7.2 / (1.363626 * 0.953555 * 1.601241) =
Much better. The right hand had to be calculated separately since the x scales leading up to it differ from those of the left hand.