[GH-ISSUE #131] Possible to put Sonic to Bayonetta game (or any) #32

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opened 2026-10-15 20:52:40 +00:00 by bsakaguchi · 2 comments
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Originally created by @andresbravo2003 on GitHub (Oct 7, 2026).
Original GitHub issue: https://github.com/rehan-remade/universal-modder/issues/131

If I were you, I had this in my mind for years now and I wanted to know if to put Sonic (Generations or Frontiers) to Bayonetta or any game that should work. I’m using Arch Linux with VS Code and I don’t know how. Well, let me know. (mashup-mods would work. sorta)

Originally created by @andresbravo2003 on GitHub (Oct 7, 2026). Original GitHub issue: https://github.com/rehan-remade/universal-modder/issues/131 If I were you, I had this in my mind for years now and I wanted to know if to put Sonic (Generations or Frontiers) to Bayonetta or any game that should work. I’m using Arch Linux with VS Code and I don’t know how. Well, let me know. (mashup-mods would work. sorta)
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@rehan-remade commented on GitHub (Oct 7, 2026):

Yes. That's a "port the content" mashup: pick the host game and bring Sonic into it as a character. With Bayonetta as the host, the usual route is to replace Bayonetta's own model with Sonic's:

  1. Extract Sonic from your own copy of Generations or Frontiers. Both keep their models in Hedgehog Engine archives (.ar / .pac), which the community tools unpack (HedgeArcPack, from the Hedge Mod Manager scene). The models then import into Blender.
  2. Fit Sonic to Bayonetta's skeleton in Blender. Either map his bones onto hers or skin him to her rig, so her animations drive him. He's much shorter, so scale and proportions are most of the work.
  3. Pack him into Bayonetta's PC files. These are PlatinumGames' .dat / .dtt containers with .wmb models, and the community Blender tools for Platinum's formats handle the export.

You don't need to know any of that up front. Open your agent in a clone and ask: "Replace Bayonetta's player model with Sonic from my Sonic Generations install". The mashup-mods skill plans the route, and game-recon finds the current tools for both games. The closest worked example in the knowledge base is porting characters between two Naruto games, which uses the same extract → retarget → repack idea.

On Arch:

  • Run both games through Proton.
  • Blender is native, and Windows-only tools run under Wine.
  • In VS Code, Copilot's agent mode or the Claude Code extension both work (see the README's install table).

The reverse can be easier. The Sonic games have a big character-mod scene through Hedge Mod Manager, so Bayonetta in Sonic Generations is a well-trodden path too. Either way, keep the extracted models on your own machine, and share the mod as steps rather than files.

<!-- gh-comment-id:6036504643 --> @rehan-remade commented on GitHub (Oct 7, 2026): Yes. That's a "port the content" mashup: pick the host game and bring Sonic into it as a character. With Bayonetta as the host, the usual route is to replace Bayonetta's own model with Sonic's: 1. **Extract Sonic** from your own copy of Generations or Frontiers. Both keep their models in Hedgehog Engine archives (`.ar` / `.pac`), which the community tools unpack (HedgeArcPack, from the Hedge Mod Manager scene). The models then import into Blender. 2. **Fit Sonic to Bayonetta's skeleton** in Blender. Either map his bones onto hers or skin him to her rig, so her animations drive him. He's much shorter, so scale and proportions are most of the work. 3. **Pack him into Bayonetta's PC files.** These are PlatinumGames' `.dat` / `.dtt` containers with `.wmb` models, and the community Blender tools for Platinum's formats handle the export. You don't need to know any of that up front. Open your agent in a clone and ask: "Replace Bayonetta's player model with Sonic from my Sonic Generations install". The [mashup-mods skill](https://github.com/rehan-remade/universal-modder/blob/main/skills/mashup-mods/SKILL.md) plans the route, and game-recon finds the current tools for both games. The closest worked example in the knowledge base is [porting characters between two Naruto games](https://github.com/rehan-remade/universal-modder/blob/main/knowledge/games/naruto-shippuden-ultimate-ninja-storm-4/porting-asbr-characters-into-storm-4-both-games-cpk-payloads.md), which uses the same extract → retarget → repack idea. On Arch: - Run both games through Proton. - Blender is native, and Windows-only tools run under Wine. - In VS Code, Copilot's agent mode or the Claude Code extension both work (see the README's install table). The reverse can be easier. The Sonic games have a big character-mod scene through Hedge Mod Manager, so Bayonetta in Sonic Generations is a well-trodden path too. Either way, keep the extracted models on your own machine, and share the mod as steps rather than files.
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@rehan-remade commented on GitHub (Oct 10, 2026):

Closing, since this has been answered above. If you get stuck trying it, open a new issue with the game, what you tried and the last error.

<!-- gh-comment-id:6094554502 --> @rehan-remade commented on GitHub (Oct 10, 2026): Closing, since this has been answered above. If you get stuck trying it, open a new issue with the game, what you tried and the last error.
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