Whilst making custom playable characters, I'm faced with the hassle of battle animations. The animations themselves, in this case at least, are not the problem (I'm harvesting them in entirety from other models). The problem is that if I replace an existing playable character's battle model with a custom model that has unique bones, parts, and animations, the original character's animation index (for lack of a better term) still says, "When Steal is initiated, play animation 4B".
A simple, if crude, workaround for this is to identify every animation for the original model, identify every animation for the custom model, then swap the correct animations, leaving the total number of animations intact since the original model, and using a null value (30 1A 00 00) for everything that won't be used.
This works to an extent, but when the original character performs several animations for a particular action and the custom character will only perform one (or less than the original, in any case), I'm forced to jam several animations together and try to still make it look fluid and natural. Moreover, if I intend to use the same animation for more than one action (and the original character didn't also use only one animation for these exact actions), I must duplicate it entirely within the model, wasting space and cluttering the file needlessly.
I've no clue where this data is stored (KERNEL.BIN?), but does anyone have a clue as to where each action of each playable character is assigned an animation number?