These models are mostly-unaltered armour pieces and weapons.

Specific notes:
* Shulk's low-detail face has a weird modelling artifact on his right cheek. I copied his left cheek over it.
* The one texture in the alts 4 folder is because for the last colour swap, the legs model and feet model use very differently-coloured textures for the kneestraps: legs uses alts 3 while feet uses alts 4. Don't ask me why.

Model notes:
* Only one model is included for all palette swaps. Swapping out the relevant textures should be effortless.
* A lot of seams are left unwelded in case they're where the game cuts the model for mix-and-match purposes. For example, long sleeves on a shirt might cut off the top part of arms, while short sleeves do not. Another common case is a detailed cutscene face replacing a low-detail face, but also (depending on the character) parts of the neck. It might take some trial-and-error (and/or close in-game inspection) to make things look right.
* Similarly, some parts might be paritally duplicated. For example, the elbow brace of Shulk's default costume has a "full" group of meshes and a "top half only" group of meshes, depending on how bulky the gloves he's wearing are. Further trial-and-error will be necessary.
* Blender may produce (possibly hard-to-see) artifacts at pixels where opaque materials meet transparent ones if anti-aliasing is on. To fix this, enable Render > Anti-Aliasing > Full Sample.
* There might also be texture blending artifacts caused by alpha textures being lower-resolution than colour textures, or pixel interpolation. Just mess with settings I guess.
* Weapons (and some armour bits) may need texture tiling to be on mirror rather than repeat. (This setting doesn't appear to export/import.) I have attempted to make a convention where UVs entirely within image bounds are not mirrored, while those with bits outside image bounds are; unfortunately this can't be perfect, as sometimes something does stick out slightly when not mirrored.

Armature notes:
* All bones are included, even those that don't necessarily apply to this model, or are only reference points rather than animation controls (e.g. special effect markers, weapon attach points).
* Many manual edits had to be done to get things to function (e.g. most endpoint bones weren't facing the right way). Don't expect ripped animations to work.

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