pmd export. Where does that take us? MMD is the only destination I'm aware ofThere might be an PMD importer for Max and Blender. I haven't tried it, but there's hope.
I was just thinking ; create the bones add the auto anchors which will give mats to the bones then delete the anchors. Then just atatch the bone mat to the relevant mesh. Any quicker method John?That's the method I've been using, and it works quite well. And once you've made a humanoid skeleton, you can use it on other models by just moving the joints to the right place.
I know that he's got the wide eyes going on but thats a wee trait of mine. (fish reference.)Ha, speaking of weird looking eyes...
I could say Al Murray on smack but i wont.
Is this making sense?
I wouldnt mind making a video on how i make paint textures in GIMP from blender, if it would help.I'm up for that Ben.
I still get confused painting over the UV map in PSP, I much prefer mesh painting in meta.I mostly use modified photos for textures, but I can see how painting a texture from scratch over the UV map would be hard. Incidentally, I finally tried using Meta's paint feature to make a texture (plant) and was pretty happy with how it came out. It will take some learning, but it's a good tool.
I wouldnt mind making a video on how i make paint textures in GIMP from blender, if it would help.I'm all for making tutorials. Most of the methods I use have been pulled from a lot of different tutorials; I almost always learn some new helpful tips when I read a tutorial.
Does Fraps let you record from the desktop? I seem to remember it only works with games.Fraps only works with games, yeah. :/
I'm not sure Ben. Ijust press rec and do it 'live' with sound, and say 'erm' an awful lot
Looking forward to it.
Its completely fine and no problems. Flip I hope I havent distracted people, im not experiencing an issue, rather a minor inconvenience. I found a workaround probably 1.5 years ago, im just showing the bad line generation.
...some years ago I got involved with some tests on the accuracy of obj exports and metasequoia stood up really well along side all the other apps ...Meta's UVs have always seemed precise to me. I'm not sure what was happening earlier, but I haven't been able to recreate it since. Maybe it had something to do with me having the EasyUV panel open, or maybe I was just doing something stupid. That has been known to happen ha ha :doh:
Height map, normal and AO texture editor and creator to watch, its in beta at the moment
https://www.knaldtech.com/
Some good points there Holy Diver. Things like normal mapping, and maybe ptex, are a natural progression towards realism. Once we get to that point, where things are indistinguishable from real, it will be boring and sense of style will have emerge again.
Will v4 support old plugins?I'm not quite sure, John, the BBS is saying yes and no. It really needs to though.
The best thing you can do for yourself is stick to 16bit colour. If your gradients are 32 shades you'll have a much easier time than 256 shades, and the gradients will still be gradients after down converting to 16bit colour. All SOM textures are 16bit. Except in extreme cases like sky gradients it will look fine.You don't see 16bit color much outside PS1 which used it for palleted colors because it worked well with the hardware (5bits for RGB +1 bit for transparency). I can't picture why 32 RGB options would be easier than 256, but I'll try it and see. :smile:
No, they should be good to go. Just check they're in the right folders. Which ones are causing the problems?The keynote plugin is not working, I try to install and it get a error message.
Might be stating what you already know, but bone.dll goes into plugins > command
You can get a human skeleton from my file here: http://www.mediafire.com/download/6u5q4zkk2z2lm4r/SOM+skeletons.zip
Import it, then rename it to 'bone'
You will see the tab called 'motion' in the left hand column of Metasequoia, so click on that.
My tutorial might help if you need it
http://youtu.be/9IfocVl8Uxw
頑張って
That is a very old version of keynote, there is a more up to date version on this site.
http://www.swordofmoonlight.com/bbs/index.php?topic=464.0
The problem with the anchors can be solved with the tutorial also on this site
http://swordofmoonlight.com/bbs/index.php/topic,492.0.html
You have come to the right place.
- Original - | - Google trans - | - Excite trans - |
□2013/06/28 ver0.0.4.4→ver0.0.4.5 ・物理設定を可視化出来る様に ・コンストレインの無効・有効オプション追加 ・「エッジ有効」のオプションは別プラグインのOutLiner導入時のみ動作します | □2013/06/28 ver0.0.4.4→ver0.0.4.5 ・ In order to be able to visualize the physical configuration -Disable-effective option of adding constraints Option of "effective edge" will only work OutLiner introduction of another plug-in | □2013/06/28 ver0.0.4.4→ver0.0.4.5 - They are the invalidity and effective option addition of - コンストレイン so that a physical setup can be visualized. - "the option of edge effective" operates only at the time of OutLiner introduction of another plug-in |
- 0.0.4.5 物理設定に関して - | - 0.0.4.5 for physical configuration - | - 0.0.4.5 Be Related with Physical Setup. - |
- ・形状タイプ 球 0 ボックス 1 カプセル 2 ・剛体タイプ 未定義 0 ボーン追従 1 物理演算 2 位置あわせ 3 ・ジョイントタイプ 現バージョンでは1を指定して下さい。 - | - And shape type Sphere 0 1 box Capsule 2 -Rigid type Undefined 0 1 follow-up bone Physics 2 3 align Joint type Specify the one in the current version. - | - - Form type Ball 0 Box 1 Capsule 2 - Rigid body type Undefined 0 Bone flattery 1 Physical operation 2 Position あわせ 3 - Joint type Please specify 1 in the present version. - |
- 剛体命名規則 R(0剛体タイプ, 1形状タイプ, 2幅, 3高さ, 4奥行, 5質量, 6移動減衰, 7回転減衰, 8反発力, 9摩擦力, 10衝突グループ, 11衝突マスク, 12位置X, 13位置Y, 14位置Z, 15回転X, 16回転Y, 17回転Z); - | - Rigid naming convention R (0 rigid body type, shape type 1, 2 width, height 3, 4 depth, mass 5, 6 move attenuation, attenuation rotation 7, 8 repulsive force, friction force 9, 10 collision group, 11 collision mask, 12 position X , 13 position Y, 14 position Z, 15 rotation X, 16 rotation Y, 17 rotation Z); - | - Rigid body naming convention R (0 rigid-body type, 1 form type, two pieces, three highs, 4 depth, 5 mass, 6 move attenuation, 7 rotation attenuation, 8 restitution, 9 frictional force, 10 collision groups, 11 collision mask, the 12 positions X, the 13 positions Y, the 14 positions Z, 15 rotations X, 16 rotations Y, and 17 rotations Z); - |
- 二つ目以降の剛体命名規則 G(0形状タイプ, 1幅, 2高さ, 3奥行, 4位置X, 5位置Y, 6位置Z, 7回転X, 8回転Y, 9回転Z, 10衝突グループ, 11衝突マスク); - | - Rigid naming convention of two subsequent G (0 shape type, one width, height 2, 3 depth, 4 position X, 5 position Y, 6 position Z, 7 rotation X, 8 rotation Y, 9 rotation Z, 10 collision group, 11 collision mask); - | - Rigid body naming convention after the second G (0 form type, one piece, 2 height, 3 depth, the four positions X, the five positions Y, the six positions Z, seven rotations X, eight rotations Y, nine rotations Z, 10 collision groups, and 11 collision mask); - |
- ・ジョイント命名規則 J(0ジョイントタイプ, 1回転下限X, 2回転下限Y, 3回転下限Z, 4回転上限X, 5回転上限Y, 6回転上限Z, 7ばね回転X, 8ばね回転X, 9ばね回転X, 10移動下限X, 11移動下限Y, 12移動下限Z, 13移動上限X, 14移動上限Y, 15移動上限Z, 16ばね移動X, 17ばね移動X, 18ばね移動X, 19位置X, 20位置Y, 21位置Z, 22回転X, 23回転Y, 24回転Z) - | - Joint naming convention J (0 joint type, one turn lower limit X, 2 lower limit rotation Y, 3 lower limit rotation Z, 4 rotation upper limit X, 5 upper limit rotation Y, 6 rotation upper limit Z, 7 spring rotation X, 8 spring rotation X, 9 spring rotation X , 10 Moving lower limit X, 11 move lower limit Y, 12 move lower limit Z, 13 move limit X, 14 move limit Y, 15 move limit Z, 16 spring move X, 17 spring move X, 18 spring move X, 19 position X, 20 position Y, 21 position Z, 22 rotation X, 23 rotation Y, 24 rotation Z) - | - - Joint naming convention J (0 joint type, 1 rotation minimum X, 2 rotation minimum Y, 3 rotation minimum Z, 4 rotation maximum X, 5 rotation maximum Y, 6 rotation maximum Z, 7 spring rotations X, 8 spring rotations X, and 9 spring rotations X) 10 move minimum X, 11 move minimum Y, 12 move minimum Z, 13 move maximum X, 14 move maximum Y, 15 move maximum Z, 16 spring movement X, 17 spring movement X, 18 spring movement X, the 19 positions X, the 20 positions Y, the 21 positions Z, 22 rotations X, 23 rotations Y, and 24 rotations Z - |
HiNot really sure, it's pretty basic. The vert moves in a straight line from A to B (elem) You can't physically move 2 morphs at the same time. You can animate it though.
Another question :sick[1]:
Is it possible to make a morph (elem) in Keynote, which cuts the movement on 2 or more times ?