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Sword of Moonlight => SOM Guides, FAQ and Help => Topic started by: airflamesred on April 24, 2011, 06:10:34 pm

Title: Keynote Reference Guide
Post by: airflamesred on April 24, 2011, 06:10:34 pm
First attempt so I hope it makes sense
Title: Re: Keynote Reference Guide
Post by: Verdite on April 24, 2011, 08:43:51 pm
Really nice! Thanks pal!
Title: Re: Keynote Reference Guide
Post by: HwitVlf on April 25, 2011, 06:25:26 am
I'll have to try this out to get it completely straight in my brain, but it sounds like it could be a lot easier than setting up a skeleton with anchors for SoM's needs. I don't think we would have figured this out if you hadn't done it for us- thanks! :)
Title: Re: Keynote Reference Guide
Post by: airflamesred on April 25, 2011, 07:46:45 am
No worries Folks
There are more episodes to come. To try and get an anchor to fit complex shapes is rather hard so thats why I kicked off with this one for the SOM stuff.

regards
Mark
Title: Re: Keynote Reference Guide
Post by: airflamesred on April 27, 2011, 06:40:01 pm
Especially for Verdite!
Title: Re: Keynote Reference Guide
Post by: airflamesred on April 29, 2011, 05:27:38 am
interface
Title: Re: Keynote Reference Guide
Post by: airflamesred on April 29, 2011, 05:28:25 am
selection
Title: Re: Keynote Reference Guide
Post by: Verdite on April 29, 2011, 05:03:22 pm
Wow, thanks! This would be handy with the upcoming (hopefully) version of x2mdl, but at present x2mdl cant handle mesh warping so, i think i wouldnt be able to use growing horns just yet :)
Title: Re: Keynote Reference Guide
Post by: HwitVlf on April 30, 2011, 05:42:44 pm
I'm not sure how SoM will respond to the "select" tag in an exported X file, but it could be very helpful for something like swapping out weapon models on an enemy model without having to save the model in a separate MDO. Is there a way to have a similar setup for non-animated objects in Meta? I've recently started storing multiple models as different objects in the same MDO for sorting purposes. It would be neat to "toggle" which one was visible rather than turning one 'off' and then the other 'on'.
Title: Re: Keynote Reference Guide
Post by: airflamesred on April 30, 2011, 07:05:53 pm
I'm not really sure HwitVlf. Thats how the select tag works, as a toggle as you say. I rather foolishly thought that you were just exporting the animation for the gane but I now realise it would have no interaction. My daughter has an xbox so I've been looking at that to see how things would/could work (spiderman). I still play Richard Burns rally occasionally. Anyway, so I don'y really know what happens next with this mdo file and hence can't relate back to what is usefull to you guys.
I have a few more bits to do with keynote; constraint bones and the deformation with anchors and we're pretty much up to speed with what it currently can do - I think! And all this from your translation!
mqdl hasn't answered about the qdef tag or that screen you showed so I guess they are just place holders for things to come.
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 07, 2011, 05:18:33 pm
anchors
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 07, 2011, 05:19:25 pm
anchors 2
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 07, 2011, 09:28:17 pm
Good pictorials. You taught me some new words in there! Your advice about editing in 'wireframe' view has been extremely helpful.
Does the anchor setup on the sheep work decently?
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 07, 2011, 10:05:10 pm
Its simple, as you can see but works. Bending the neck is the hard bit. I think combining with a morph may be the best option
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 08, 2011, 06:54:12 am
OK
As i say the bone deformation is not bad but could be better. So I tried a morph on the neck/head region which js a pain to move all the verts and it only really gives one option ie +1. What I think needs to happen is that, as the neck and head bend downwards the front belly area needs to drop rather than follow the arc of the neck.

 The bdef tag will enable WOVertex but that has its limitations. For example a red vert, even though its at zero, can't get any redder so you can only give it a negative number. It also gets confusing when having to swap in and out of keynote and trying to remember which verts to select.

I've uploaded the mqo here if you want to take a look. I changed the neck bone into a constain bone and as you'll see it also controls a smaller bone in the belly region, vai the code in the bump channel. Are you with me so far!
There are bout 10 different codes that can be used though my initial experiments have been varied!
This is a wip and not good (anchors need adjustment) but I think you can see how this may work
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 08, 2011, 07:26:19 pm
C bones
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 10, 2011, 03:25:14 pm
OK
As i say the bone deformation is not bad but could be better. So I tried a morph on the neck/head region which js a pain to move all the verts and it only really gives one option ie +1. What I think needs to happen is that, as the neck and head bend downwards the front belly area needs to drop rather than follow the arc of the neck.

 The bdef tag will enable WOVertex but that has its limitations. For example a red vert, even though its at zero, can't get any redder so you can only give it a negative number. It also gets confusing when having to swap in and out of keynote and trying to remember which verts to select.

I've uploaded the mqo here if you want to take a look. I changed the neck bone into a constain bone and as you'll see it also controls a smaller bone in the belly region, vai the code in the bump channel. Are you with me so far!
There are bout 10 different codes that can be used though my initial experiments have been varied!
This is a wip and not good (anchors need adjustment) but I think you can see how this may work
This constrain setup may work well for making SoM Enemies that can 'fall apart' when they die, or even with crazy 'Tranzor Z' style rocketing fist attacks. Am I right that the (C,5. . .) tag would be ideal for setting up a linked rotating gear model? For something like a windmill model that was geared to a grind-stone, you could set up the 'fan' as the main bone and make the other shafts turn automatically with the fan.

Your sheep seems very close to 'just right'. The constraint bone seems like it would work with a little tweaking. Maybe making it longer so it doesn't deflect as much or linking it to the shorter neck bone. Did you make the models yourself? They're quite impressive. I can make artificial 'symmetrical' shapes decently (cars etc), but it's quite hard to make a natural animal shape that looks that good.
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 11, 2011, 04:38:27 am
It would be great for gearing - the only problem is you can't chain them together. ie bone 1 constains bone 2, if you then introduce bone 3 it changes the whole relatioship. My first thought was the hands on a clock! As a footnote I think the number after the C(5,.... is a percentage rather than degrees.

Ive got the sheep gerat now, just by adjusting the anchors. The problem with that is how to get displacement on the wool. The organic stuff just takes a bit of practice really and I'm not great at it - I just sort of make it up as I go along.
I've started doing Jonh Barry from a couple or reference pics.

As far as bones etc I think I have covered everything, though if anything isn't that clear just let me know. I think its fair to say this is no ordinary plugin!

Animation next!

This is my first encounter with bones/anim so J don't really have a comparison for keynote and wether its any good. It seems to me it does the job and good animation seems to be about little subleties.


WWith the SOM stuff do you just export diffrent anims which then get triggered?
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 12, 2011, 11:57:17 pm
With the SOM stuff do you just export diffrent anims which then get triggered?
Yep. SoM uses models with animations cut into separate sets (called "motions" in Keynote) which get triggered in-game by player action, events or such.
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 13, 2011, 08:13:08 pm
Well thats good news then. I've looked at the animation side of keynote and it all seems straightforward.

The zip here is just an hour and really just to test out the multi track. Its easy enough just to add keyframes but on this scale it could get very laborious.
1. added keyframe at 0
2. moved second hand 90 deg and added at keyframe 15. It calculates all the ticks in between and I think you need 'fast calc' from options on.
3. cloned this motion (A panel appears which you can choose the frame range and its next start point. This does create it on another motion layer so you need to use 'mix down' Strangely, this creates another motion layer so you can then delete the first two.
4. same procedure again and I have 1 minute
5. create new motion, move the minute hand mix down again etc I think you get the idea
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 14, 2011, 06:33:15 pm
That clock is neat!
Since you and Verdite are the resident Metasequoia experts, do either of you know a way to get Meta to actually 'create' the mirrored half of a model? I was making a person using the mirror option but the mirrored half disappears in Motion mode.   
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 15, 2011, 07:23:14 am
Well I guess you have to freeze the mirror before the keynote stage. Otherwise your walk cycls is gonna look a bit weird.

I'm thinking Model-UVs- bones/anim-freeze and then mesh paint as the way forward atm

The 'scene' button, which adds an animatable (is that a word) camera seems to work in the same way as the rest. ie move camera or focal point and add keyframes. No problems so far.
Next on my list is to see how a lot of these elements interact. So morphs and selection to break something into pieces (thinking SOM usage)

As you see with the clock I added the mqx file. This is the one containing the motion data? So to get to SOM are you using this or the .x file?

EDIT - Just realised possible conflict in my info above. Definitely freeze your mirror before keynote, but no need to freeze patch if using sub-d
Title: Re: Keynote Reference Guide
Post by: Verdite on May 15, 2011, 04:59:54 pm
I think Airflames is right on this one... Though outside of motion mode all you need to is select the whole model, then hit selected - mirror - whichever axis you need. What i do is i move the model slightly outwards from the y axis... And mirror then. If i want to move this mirrored piece, i select it, copy it, then delete and paste it as a new obj. If i want to make sure all the faces join perfectly, keep the two parts slightly apart, select with the rectangle down the centre of both, then use "scale" to bring the two parts together. If the models a bit distorted i select all and scale until its right.
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 15, 2011, 10:07:35 pm
Great- thanks  :wink: I tried both methods and they worked for what I was asking. I've made mirrored things for non-animated models before, but I always left them halved because Meta auto-adds the mirrored half when you save as an X.

On the subject of MQX files, I noticed there's a plugin that saves Keynote files in MKX format (http://translate.google.com/translate?hl=en&ie=UTF8&prev=_t&sl=ja&tl=en&u=http://blogs.msdn.com/b/ito/archive/2010/12/23/metasequoia-and-xna-part-4.aspx), but I wasn't able to understand any decisive benefit. It says something about the MQX file just records bone positions for the animation but not the bones themselves (which are in the MQO).

To answer your question (AirFlamesRed) about which animated file SoM uses: SoM's converting tool (x2mdl) uses the 'Asset Import Project (http://assimp.sourceforge.net/)" import processing so we should be able to import many animation formats, but Assimp doesn't support MQX.  So for Keynote at least, we're using animated X.  
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 16, 2011, 07:07:25 am
I think freeze mirror might be a tickable option on export. As verdite sais you can always cut half away and re mirror if you want to change anything later.

Here is a quick something I threw together this morning. I'm not sure how it will load but I have animated the camera so you can press the 'scene' button and you may have to press 'on camera'.

Another thing on the upside is that the anchorless bones (mesh-ref mat) seems to work if you have more than one mat attatched to the mesh or meshes.
(see the sword), I don't see how this works but is really good news if you are using more than one tex on a model
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 16, 2011, 07:23:04 am
I found an fbx. plugin- any use? I haven't tried it cause neither bryce or terragen support it
Title: Re: Keynote Reference Guide
Post by: Verdite on May 16, 2011, 04:43:38 pm
That model and animation just made my day. Really nice. Loved how you have the first model as one then two halves :)
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 16, 2011, 08:23:35 pm
That's a neat sword design. If we get the add-on section up and running here, you should add it as a regular SoM weapon. The animated model loaded into SoM pretty well. It looks like Mick's MDL converter doesn't support colored polygons though, and the 'hidden' objects become visible when exporting to X format- that answers one question I had. Attached are some fun pics and the SoM model  :biggrin:

I wasn't familiar with FBX, but I looked into it a little and it sounds like it's the standard 3DSMax export format (http://usa.autodesk.com/adsk/servlet/pc/index?id=6837478&siteID=123112). Is it the plugin suite here (http://horsetail.sakura.ne.jp/) that you were referring to? Since Max has import/export plugins for just about everything, it could let us have a lot more flexibility with SoM models.

I did a rough translation (http://www.mediafire.com/?ajks542efk55yeh) and tried to load an FBX into meta but it didn't work as I expected- no animation or skeleton information was imported- just loaded the model as posed in a specific frame during the animation. The objects that seem to be part of the skeleton were all blank. I may be doing something wrong- especially since the model went X to MAX to FBX to Meta. Anyways, a neat find. I'll try it out more when I get the time.
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 17, 2011, 05:02:06 am
Thanks guys
Its a bit sloppy - the large half pokes through the sword at one point but hey, nver done this before. The boolean cut needs cleaning up but I must say I really enjoyed it. Thera may be another way round the whole apple showing on export- I'll take a look

The sword design was from a pic over at DA. Something to do with MMD

If you have max, did that read the fbx?. I don't think meta does unless you translated the import one plugin. If assimp doesn't support it then is it any use?
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 17, 2011, 10:59:11 am
Yeah no joy with that plugin. MInd you Horsetail isn't claiming to import anim so I dont really see what its pupose is

.http://nora3d.blog68.fc2.com/blog-category-2.html (http://nora3d.blog68.fc2.com/blog-category-2.html) Some keynote stuff here
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 18, 2011, 12:24:29 am
There are keyed pedestals in SoM that use a trick which might work for the apple cut. They keep a copy of their key Item inside their stand until the player activates them. Then the key instantly 'pops' out then slowly floats into the pedestal's lock. With a thicker chopping block, the split apple could be hidden inside and instantly switch with the whole apple when the cut occurs. Verdite was wondering about "growing spikes" on a model; could work for that too.

Assimp doesn't support FBX. I was hoping the plugin could import animations to Meta, but I've tried several FBX files and I don't think it works for animation. It would have to be a pretty sophisticated plugin to auto generate anchor boxes with materials and all.

But the FBX plugin successfully exported your apple model (animation and all) and loaded it in MAX- so at least our animated models aren't locked into Meta format anymore.
Title: Re: Keynote Reference Guide
Post by: Verdite on May 18, 2011, 06:27:09 am
Hey thats awesome. Good to pass files around through programmes eh? Though ive never used max before.
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 18, 2011, 08:31:33 am
That is indeed great news. I'm reliably informed that collada is the better format but beggers can't be choosers! I guess the problem lies with neither mqo or mqx having all the data stored. The apple looks fairly complete with just the two halves together so you might get away without the original one. I looked at the select tag but no joy there.

Anyway here's todays output with morphs so we can see if they translte to the game. If, like me, you get nagged at for spending so much time on the pc, here's  your chance to show its not all wasted. (and you have my permission to say you made it yourself!) :wink:

Ooh- wifes at the door

EDIT theres definately a problem with the camera saving at some funny axis - weird
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 18, 2011, 11:02:08 am
http://www.youtube.com/watch?v=8LC1FuspgRg (http://www.youtube.com/watch?v=8LC1FuspgRg)

Don't know if anyone has spotted this.
Seems to use that mkx converter you found HwitVLF
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 20, 2011, 08:30:55 pm
Quote
Anyway here's todays output with morphs so we can see if they translte to the game. If, like me, you get nagged at for spending so much time on the pc, here's  your chance to show its not all wasted. (and you have my permission to say you made it yourself!)
Ooh- wifes at the door
EDIT theres definately a problem with the camera saving at some funny axis - weird
Lol! I drive my wife nuts sometime yapping about the details of my latest KF/SoM exploits. So I'll tell her the rose I made her (wink wink) was for putting up with all my techno-gabber. :)

I've had Meta's camera get tweaked off to the side like with your rose, but it usually resets when I restart Meta; it must be saved in the scenes MQX file.

It looks like morphing isn't exported in the X or FBX formats. They just load as a non-animated closed rose. So I guess morphing is out for ingame models, but it' very cool effect for cut-scene movies.

For me, the best part of having the ability to export to FBX is that it will load into converters like UltimateUnwrapper (http://www.unwrap3d.com/u3d/formats.aspx). I've had my eye on 3DGamestudio (http://www.3dgamestudio.com/) for awhile and it's nice to know my models can jump systems.

That youtube video is nice-especially the water. If I understood the MKX plugin site correctly, the format was made to be compatible with Microsoft's XNA  (http://msdn.microsoft.com/en-us/library/bb200104.aspx)setup, so I expect that video is a scene made in Meta and rendered using the XNA environment.
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 21, 2011, 07:50:15 am
Thats weird about the fbx. I think the problem is that keynote holds only some, and meta the rest of the info that is needed.
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 22, 2011, 07:11:17 pm
I ended up filing a bug report with regards to the banking issue with the scene camera.
I must say the lack of fbx has come as a bit of a blow as it looks like terragen will support this soon - though clearly its not going to come directly from meta. Oh well!
I've been playing with the alpha 4 and it seems there are some new selection tools for UV - brush, amongst others.
I'm hopefully going to hear back from the youtube guy - just to see what his pipeline is. A lot of his links lead to 3d game studio. Lets see.
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 23, 2011, 08:25:03 pm
I wonder if the camera thing is a bug in Meta or Keynote?
It might be worth contacting the FBX plugins author. Maybe we're missing something or he might have plans to add morph support soon.
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 24, 2011, 06:20:52 am
Well I was advised to report it as a keynote bug. I think he knows about it for two reasons. reading back through the old bug reports, I think its already mentioned and mqdl has been on line with a bug report for the alpha 4 beta.
It is weird because if fbx is reading bone and anchor info (which is in meta I think) why not read morph or select? I hope this is good news in the long run in the sense that they just need to be intergrated.
Hopefully I will hear back from the youtube guy to see if those other plugins may be of any use.
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 25, 2011, 12:57:18 am
You probably already know, but I just figured out what the 'Freeze' button in keynote does- changes your model in Meta to match the current pose in Keynote. It could be helpful but also dangerous because it doesn't show up until you leave 'motion' mode. If you push it accidentally and save, your model and animations are toast.

It could be helpful for setting up the morph objects for your sheep though. You could 'freeze' a copy of the sheep into a close-to-right pose, tweak it to perfect in Meta, them import it as a morph object to your regular sheep model. Maybe easier than tweaking the morph pose manually.

If anybody messes up their model with 'freeze', you can "undo" it in Meta, but not with Keynote's undo. I think it would have been better if Keynote created the Freeze as a new object. :sweatdrop:
Title: Re: Keynote Reference Guide
Post by: airflamesred on May 25, 2011, 04:46:58 am
Oh yes the sheep. I got sidetracked with John Barry.
I was hoping to pose - freeze - then save as blah blah .mqo (that should be bah bah!) and then start again with the original. Now you got me thinking.

Cloning a flock of sheep would make the object and mat panels unweildly.

Hmmmm.

Maybe I do a walk cycle and copy and paste frame to sheep no2 and so on.
Title: Re: Keynote Reference Guide
Post by: Verdite on May 25, 2011, 07:12:10 am
Yeah i had to redo a few models because of this!
Title: Re: Keynote Reference Guide
Post by: HwitVlf on May 31, 2011, 09:27:26 pm
I thought of something that the 'constraint' setup in your tutorial should be good for- on creatures with multiple legs (like the wurm model) you should be able to bind several  legs together so they move in unison. On the wurm, I had to manually move each leg in each keyframe.

I going to try the constraint setup on the model I'm making now. . . for its teeth mwaaaahaaahaa  :biggrin:
Title: Re: Keynote Reference Guide
Post by: HwitVlf on June 01, 2011, 02:19:18 am
The  constraint label "C(1,..." seems to work very well for multiple legged critters. But I'm using the "C(5,..." setup to vary the bone motion in hopes it will look less mechanical.

Not sure we you knew this, but you can link multiple bones to turn with a single bone by including additional bone-materials to the end like so:
C(5,50,Bone1MAT,Bone2MAT);
I hope to set up some 20 appendages to all move with a few 'master bones'- Thanks again for all your effort AirFlamesRed- Nice!
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 01, 2011, 05:37:31 am
That sounds interesting. I thought I had tried that before without success but I shall take another look.
C(0....) I thought was an on/off switch - just to save having to take out the whole equation. Theres a right click cut/copy/paste, which I don't recall seeing before, in that panel.
Title: Re: Keynote Reference Guide
Post by: HwitVlf on June 01, 2011, 04:56:55 pm
Nrrr, I should really read what I'm typing before I post it ;)
It was  C(1,.. worked. C(0,... doesn't work. I'll edit that so I don't confuse people.
Attached is a sample of how I'm linking multiple bones.
Is the semi-colon at the end necessary? It seems to work with or without it.

I wonder if there's a constraint setup that makes bones mirror each other. Might be useful for human walking animations even.
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 01, 2011, 05:07:05 pm
Ah I see what you mean now.One bone controls one or more C5 bones.
What I was hoping for was that
bone1 C(5,.....bone2)
bone2 C(5,.....bone3)
bone3
which could have (with negative numbers) given a lot of choices.
Cross posting!
I'm not sure about the semi-colon in this case - just good practice.
Title: Re: Keynote Reference Guide
Post by: HwitVlf on June 09, 2011, 06:13:28 pm
AirFlamesRed, where did you post the tutorial on using 'constraint' setup to limit a bone's rotation? I can't seem to find it.

I think I discovered something new- when you limit a bones rotation with by covering it with a "constraint" material, you usually need one material per bone (as far as I can tell). But if you cover 2 bones in the same material and add "[]" to the end of the material's name, it creates a mirrored setup. Good for apposed limbs. I still can't figure how Keynote decides which bone is primary and which bone is mirrored though.

Example is attached. It's supposed to be a setup for shoulder/arms and you'll notice the left forearm isn't 'constrained' even though it's covered in the same 'constraint' material as the right forearm. If you add [] to the "forearm" material's name, it starts working correctly.
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 09, 2011, 07:20:32 pm
The H,P,B stuff is at the end of the scissors tut. I'll have a look at your findings tomorrow.

Here's just a quick one I did with morphs. I first thought this would be easy just to squash a spring by scaling it. That turned out to be a cheap option cause it not only scales the pitch but also the spring itself.
So as an experiment I used a portion of the spring, cloned to make the morph and moved the verts. Then cloned the spring section with the correct offset and merged them back into one object. Then cloned the morph with that offset and merged those down. Much to my suprise it worked. Nothing really new but the morph thing seems to be a bit more resilient than first thought.
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 10, 2011, 05:40:44 am
I'd seen that mirror tag with the square brackets but I don't really see any advantages to it beyond saving you a mat in the material panel.

If you mouse over a bone theres some info in the keynote panel. The id seems to be the 'first born', 'second born' etc. It also shows the Left and Right if the brackets are used.

Your constraints are good HwitVlf. Can I just ask why the bones are not joined?

The semicolon, you mentioned earlier is needed if for example C(........); H(.....); in the same mat. I guess its sort of end of command.
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 10, 2011, 06:53:11 am
'Breaking news'       ''AIRFLAMESRED IN LOW POLY MESH SHOCKER''!!!


I'm working towards a game prop with this. Two bones seems to be enough for the moment though I am looking into the C6 bone which I suspect would be ideal for this.

EDIT see download below
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 10, 2011, 07:08:46 pm
Here's a funny thing
Metasequoia is supposed to be a low poly modelor. most places you look, and that is indeed the case. And yet I try it, and think its harder than using sub-d. Bevel gives up when it reaches an 'N' pole and round creates loads more geometry than I need.

Anyway - some shackles - Poseable.

I forgot all about the C6 bone so I'll have a look into that tomorrow.
Title: Re: Keynote Reference Guide
Post by: HwitVlf on June 10, 2011, 08:44:39 pm
Quote
I'd seen that mirror tag with the square brackets but I don't really see any advantages to it beyond saving you a mat in the material panel.

If you mouse over a bone theres some info in the keynote panel. The id seems to be the 'first born', 'second born' etc. It also shows the Left and Right if the brackets are used.

Your constraints are good HwitVlf. Can I just ask why the bones are not joined?

The semicolon, you mentioned earlier is needed if for example C(........); H(.....); in the same mat. I guess its sort of end of command.
Thank you for that extra info- You're good at figuring this stuff out! ;) My interest was mainly curiosity, but I do find the tag helpful if you build a skeleton using the "mirrored" patch. It just saves having to make a new material, apply it to the bone, and reverse the constraint values after you 'freeze' the skeletons other half.

I didn't join the bones for a couple reasons- if you join the bones, the constraint values don't really work because a constrained bone just rotates its parent bone when it reaches the constraint boundary. Also, if the bones are separated, you can move them independently form their parent (Ctrl+E). Good for "falling apart" on death etc. I don't think joined bones can do that.

Your chain is quite neat! That extra little middle-bone almost makes an 'artificial physics' effect when you move the bottom link. SoM recognizes which direction the player approaches a model from- so you could make several bouncing-chain animations that change depending on which side the player examines it from.   
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 11, 2011, 05:23:49 am
I see what you mean now with the falling apart thing. I was thinking more from a pose point of veiw.

Can't get the C6 bone to do anything though did have some success with the C4. Abstract would about sum it up

instructions in mat panel
Title: Re: Keynote Reference Guide
Post by: Verdite on June 11, 2011, 01:36:23 pm
Really nice

Downloaded the earlier file, this new one is lahvley.
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 17, 2011, 12:25:52 pm
Thanks Ben - any requests for items?

Anyone got an idea on the move, rotate, element catmull ? I can't envisage how it may work, if it does
Title: Re: Keynote Reference Guide
Post by: Verdite on June 17, 2011, 04:31:18 pm
Well i have a request for a custom "npc" - being a bovine.

You're cow looked fab. I'd like to put a cow in my game.  :rainbow:
Title: Re: Keynote Reference Guide
Post by: HwitVlf on June 17, 2011, 05:33:12 pm
The shackles are very neat. I had downloaded the earlier chain segment, but somehow missed the finished product. I used to live near the historical 'Yuma' prison in Arizona (the prison referenced in the movie "3:10 to Yuma") and they used shackles very similar to these. They also kept the prisoners' ankle tied to iron balls which they had to carry around in their hands all the time. The prison was right on the river so needless to say, not many prisoners tried to "swim for it". I'm thinking they would be best as an 'Item' type?

If you're looking for model ideas Mark, I've thought that the SoM model set is mainly lacking in miscellaneous decor knick-knacks like wall pictures, table top clutter etc. Such accessories could really flesh out a scene and help break up the 'solid wall of color' effect. SoM has a limit on the number of Objects you can place on a map though, so it's best to combine multiple Objects in one model- like a set of 3 wall paintings etc. I think something like a group of wall tapestries that each display a single 256x256 texture picture would be great. People could swap out the texture with whatever they like.  

Anyone got an idea on the move, rotate, element catmull ? I can't envisage how it may work, if it does
  I say a little about these in the "Menu Information" document I put together. They affect the path bones/morph-elements take when keynote interpolates between keyframes. "Move" controls bone XYZ path interpolation, 'rotate' is for HPB, and 'element' controls the morph sliders mix ratio. Catmull uses a curved motion.

In the attached picture with Catmull 'Move" on, the selected bone actually moves between keyframes even though both keyframe have it in the same location. With 'Direct' it would stay motionless.


 
Title: Re: Keynote Reference Guide
Post by: airflamesred on June 18, 2011, 09:39:13 am
Thanks John
I shall have another look. So the curve would be based on bone position in keyframes both before and after, I guess? If I move a bone from A to B it takes a straight path so where would the curve come from?

Cows and tapestrys! What sort of crazy game is this?!!!!!!! Leave it with me. I had thought about a dead tre where things can hide ,or be hidden.
Title: Re: Keynote Reference Guide
Post by: HwitVlf on June 19, 2011, 08:57:43 pm
Quote
I had thought about a dead tree where things can hide ,or be hidden.
That sounds neat. There's a couple different ways SoM handles such things- a non animated 'box class' object, or an 'open/close animated' treasure chest type object.

Quote
So the curve would be based on bone position in keyframes both before and after, I guess?
I haven't experimented much, but the 'curve' seems to be based on the motion between the two preceding keyframes- kind of a 'soft stop' effect. Attached a picture and model example.

Keynote only saves keyframes to the output Animated-X file (no interpolation), so this doesn't really effect anything we're doing for SoM. Although, you could set it to Catmull, then move the slider to each frame and push 'add' if you wanted to preserve the effect in the x file. It does make human movements etc more natural looking.  
Title: Re: Keynote Reference Guide
Post by: airflamesred on July 16, 2011, 09:48:42 am
Ok
This one is doing my head in. Motion 1 is 50 frames which I want to repeat. So I copy motion with offset 50 then the hand moves position? If anyone wants to test it
Title: Re: Keynote Reference Guide
Post by: HwitVlf on July 16, 2011, 05:29:42 pm
I've noticed a few screwy bugs like this in Keynote. I'm leaving on a trip now, I'll check it out when I get back (around a week). Take care everyone! I expect to see tons of new games and models when I get back :)
Title: Re: Keynote Reference Guide
Post by: airflamesred on July 16, 2011, 05:39:49 pm
I'm certainly noticing more in this new version. You can look forward to some UV stuff when you get back.

I don't know about anyone else but my copy of meta seems to have come with an unlimited supply of primatives -cubes and cylinders etc. What value for money this Metasequoia has turned out to be.
 Have a nice trip.
Title: Re: Keynote Reference Guide
Post by: airflamesred on July 24, 2011, 07:26:51 am
http://www.youtube.com/watch?v=K94Qmmv0MwA

Adam from DA using morphs. Don't blink - its very quick!
Title: Re: Keynote Reference Guide
Post by: Verdite on July 24, 2011, 12:19:13 pm
Very nice :)
Title: Re: Keynote Reference Guide
Post by: Creatura on July 25, 2011, 04:55:22 am
http://www.youtube.com/watch?v=K94Qmmv0MwA

Adam from DA using morphs. Don't blink - its very quick!

how do I make this?
I mean how does a morph work?
No I mean how do I make it work? :doh:
Damn I used three tries to make the question sound right.  :sweatdrop: :biggrin:
Title: Re: Keynote Reference Guide
Post by: airflamesred on July 25, 2011, 07:10:32 am
OK
Basically create some geometry, a cube for example, clone it and move some or all of the verts. Page 1 of this thread has the naming conventions then use the slider in keynote.

The spring zip on page 5 is still there if you need a practical example.
Title: Re: Keynote Reference Guide
Post by: HwitVlf on July 26, 2011, 04:17:16 pm
Quote
Adam from DA using morphs. Don't blink - its very quick!
Very nice. I saw a Japanese model with several morphs set up for talking and facial expressions- some neat stuff. Now if we could figure out a way to get the effects into SoM. I think SoM's 'soft model' animation mode could support morphing (might have to keep the number of verts the same), but it would probably take some fancy conversion work. Still, nice effect for cut scene movies

I used three tries to make the question sound right.  :sweatdrop: :biggrin:
I'll bet you speak better English than we speak Georgian so no complaints!
Title: Re: Keynote Reference Guide
Post by: airflamesred on July 27, 2011, 04:25:56 pm
http://www.vimeo.com/2649637
Just found this which may help to explain the banking issue in keynote,
Title: Re: Keynote Reference Guide
Post by: HwitVlf on July 27, 2011, 09:45:30 pm
Quite interesting! The light source angles in SoM are especially confusing for exactly the reasons mentioned in the video. Also, Mick's MDL tool was having the Quaterion axis flipping problem mentioned.   
Title: Re: Keynote Reference Guide
Post by: airflamesred on August 29, 2011, 12:42:08 pm
Another hand (I'd fogotten about the one above)

Free for all to use
Title: Re: Keynote Reference Guide
Post by: HwitVlf on August 29, 2011, 04:35:04 pm
Nice, did you make it with extrusion?
Title: Re: Keynote Reference Guide
Post by: airflamesred on August 29, 2011, 05:26:43 pm
I tend to start with a cube, cut and shape then clone for the rest of the fingers. I'm not a fan of the extrude method because of the 6 pole it causes and I find this method quicker. The thumb is the tricky bit.