Author Topic: Metasequoia modeler tutorials and Keynote translated plugins  (Read 159127 times)

Offline airflamesred

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #110 on: June 11, 2011, 05:11:00 am »
Agreeing with all that John
I like the enable auto anchors
The only other was the morph initz to reset that I can think of

thanks for your time

EDIT
ctrl W = haven't got a clue
W = swaps between global and local
ctrl G = go to frame (handy for long anims)
ctrl B = copy motion range (clone motion atm in the edit sub menu)
ctrl T/R = can't see a difference
Mind you I can't see what 'keyboard shortcuts' does
« Last Edit: June 11, 2011, 12:52:07 pm by airflamesred »

Offline Verdite

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #111 on: June 11, 2011, 06:27:09 am »
You can make fingers quite easily by taking the top of a cylinder and extruding it and scaling / moving it as you want. Dont forget if you are making your own hand for SoM to keep the fingers in segments / sections, because as you know x2mdl doesnt handle "warping"  :cool:

Offline airflamesred

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #112 on: June 11, 2011, 06:37:01 pm »
I think I understood from some of the answers I got over at mqdl forum that some of the menu/commands date beck to previous versions and may well not be in use now. Seems to me we have pressed most buttons, more than once, and if it doesn't work, then it doesn't work.

That sound interesting about the keyboard keys

Offline airflamesred

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #113 on: June 11, 2011, 06:52:18 pm »
I know you guys use the default screen set up whereas I plumped for 'style24'. some years ago now. I just prefer the icons to text. Well the comand panel is just a bitmap stored under data. So you can open this in gimp or whatever and re paint - make your own interface!

The fun never ends!

Offline airflamesred

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #114 on: June 12, 2011, 06:20:50 am »
configuration/ screen under language is a drop down list - take your pick.

pmd export. Where does that take us? MMD is the only destination I'm aware of

I did ask (maybe that should be pester!) about soft and coll as you can imagine there was no end to the replies! I had to change email adresses and take up wearing dark glasses. - only joking folks. Without a clue to the codes we have a needle in haystack type situation. I'm pretty sure the qdef tag is for future development.

Offline Verdite

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #115 on: June 12, 2011, 05:41:25 pm »
Ok im having big trouble with my custom arm.mdl (well, its your model John  :biggrin:) Basically i can get the positioning right. The frames are about 160 for a full co-ordinated swing.

The weapons simply hide. They never show. There must be a tag embedded in the stock arm to provide it with the swing model during animation. No matter what, i cant fathom this.

There must be a way. Creatura and I are determined to make a new arm and put it into our games. :smug:

 ------

Edit

Ok so i checked out the stock arm.mdl in somimp. I saw that the weird old triangle showed up. So i remade my arm and got something... Not sure what it is.
Check attachments  :wink:
« Last Edit: June 12, 2011, 05:56:03 pm by Verdite »

Offline Creatura

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #116 on: June 12, 2011, 06:05:21 pm »
I have the idea but i didn't get the positioning right. we should totally work together on this :biggrin:

Now what my finding is: When I opened the original model in the somimp it had an arrow above the hand which is probably telling the game where to hold the weapon.

the only thing that remains is finding how to exactly create that triangle. Considered your extra bone and decided: maybe it's not a bone object after all.

<EDIT>

I think we're doing it all wrong.
I had a look at original hand's skeleton and it isn't anything like ours.
It's late night now so I'm gonna go to sleep and resume my experiments tomorrow. wish me luck guys. :biggrin:
« Last Edit: June 12, 2011, 06:33:44 pm by Creatura »

Offline Creatura

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #117 on: June 13, 2011, 03:22:34 am »
After some inspection I found that the original arm has 2 parts instead of 3 and it has strangely shaped skeleton. I'm currently trying to make a similar skeleton.

« Last Edit: June 13, 2011, 04:01:36 am by Creatura »

Offline HwitVlf

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #118 on: June 13, 2011, 04:23:06 am »
Figured out some more things about Keynote and added a document with menu information to top post 'tutorial' section.
Also revised the Keynote translation in a couple places and updated plugins#3 with new version.

Quote
pmd export. Where does that take us? MMD is the only destination I'm aware of
There might be an PMD importer for Max and Blender. I haven't tried it, but there's hope.
http://www.vocaforum.com/showthread.php?t=1644
http://sites.google.com/site/mikumikubeat/tutorials/pmdmod

Offline airflamesred

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Re: Metasequoia modeler tutorials and Keynote translated plugins
« Reply #119 on: June 13, 2011, 06:10:39 am »
Nice work John
I see 'G' needs to be followed by 'N' to cycle through the menus now.

The C6 bone                         C(6, A,B,C,mat);
You need to have an IK chain of bones, joined.
A - The number of bones in the chain that will be influenced
B - rotation angle (radians) limit
C - either '0' or '1' (I think this is local/global)

I can't see any great usage for it, though I could well be missing something