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Well, there's a few things I'm working on right now, but nothing too big for this game is coming out for a while so I figured I'd upload this. In the past, swapping character models meant either rerigging or swapping animations and this bypasses both of those, even for models from other games.
Basically, this is a proper model swap between Sonic and Shadow. After a revelation on how rigged models are handled in this, I managed to find a relatively easy way to tweak them without altering the models themselves or going through the hassle of rerigging them. Knowing this is interesting because it makes some other ideas I had more viable. While there have been ports in the past to Heroes, this method alleviates a lot of headaches. Basically any models that have similar skeletons, although they don't need to match, can use this trick.
The main thing to keep in mind here is that Renderware skinned models rely a LOT on hierarchy. Bone hierarchy is everything. But because of that, if you match it, the game won't worry too much about specifics.
For example, for this, the difference between Shadow and Sonic's bone structures are 3 extra bones in Sonic's quills. Adding dummies to the hierarchy in the right places for Shadow will allow his model to work with Sonic animations while reassigning weights with 3ds Max's Skin Utilities or other rigging tools on Sonic's model and removing the end bones Shadow does not have will allow Sonic's model to load Shadow's animations.