Metasequoia modeler tutorials and Keynote translated plugins

That's some neat info and well laid out. Thanks Ben. Added the link to the list.
Reply

Welcome, i was looking for a lighting example for making my textures look more striking, i thought id add it incase any aspiring game maker came along.
Reply

Hello everyone.
Hope you're all well. The drums are progressing at a glacial pace Ben. I'll keep you posted.

Just found this. This guy has got the hang of keynote
https://www.youtube.com/watch?v=WxLQ0Ek9c-I
Reply

Found an 'improved viewer' for metaseq:

https://translate.google.com/translate?h...sview.html

The decompressor for the lzh format:

https://picozip.com/download_PicoZipSetup.html
Reply

You can now post in the BBS at metasequoia, in English! Whatever next!
Reply

Anyone tried the new 3.1? There seems to be an attempt at intergrating normal mapping. It's greyed out - strange.
Reply

I havent yet. Though i remembered what you said about metaseq being closely equal to the likes of blender, maya etc. So i tried to intergrate my methods from blender into metaseq, and i actually increased my model process output time. ‎  Smile

I need to move on if im going into commercial development. But right now metaseq is the fastest option ive got for outputting models into SOM. The only trouble ive had is the texture export tends to fray around the edges of an unwrapped model. It can be fixed though, just takes a while to readjust the UV lines in the model afterwards. Doesnt seem to be an option for a smooth UV texture output.

Does anyone know how to restrain the UV points on the x / y axis? Id like to just select three UV points and move them upwards without worrying about them veering off at the sides.

This one was born in metaseq. Not my usual blender to meta conversion. ‎ 


Attached Files Thumbnail(s)
   
Reply

Well I haven't moved up yet to 3, for various reasons, but I am fairly confident there is nothing faster for general modelling.
With regard to the UVs, Ben, I'm not really sure what you are referring to. You can restrain/align the UVs on the U or V axis.
Tell me more.
Reply

I think I know what you mean Ben. When importing models into SoM, the textures shift a bit- it's either a bug in SoM's rendering or in Mick's X2MDL conversion tool, or it might have something to do with the UV number index starting at "1" versus "0" in the different model formats. But anyways, you often need to move one edge of a texture straight back by one pixel or you end up with seams ingame. ‎  If you do that by hand, it's impossible not to "wiggle" the UV-dots sideways.

In Metasequoia, you can use the numerical inputs + "OK" to move selected UV dots straight. Also, the "EasyUV" panel plugin has a set of buttons that let you align all selected UV-dots to the rightmost, leftmost etc selected UV dot. I use that all the time to straighten out funky UV-dot lines. The "AVG" button spaces the selected UV-dots at averaged intervals along a line. It's nice for straightening too :)

I don't think I ever publicly released the last two translated Metasequoia Plugins. So I added them to the top post (plugin batch #5). ‎  One is ‎  polygon counter panel and the other is a "serial save" that saves each frame in a Keynote animation as a non-animated MQO file.

Mick said that SoM's "scarecrow" animations used a "snapshot" format where the pose for every frame is stored in the animation file (rather than only storing the first/last frame and using interpolation to fill in the middle) so this "serial save" plugin may be especially suited for producing SoM "soft" animations if Mick ever wants to implement that in X2MDL.
beerchug


Attached Files Thumbnail(s)
   
Reply

Actually it could be possible to have a mesh warp, only thing is that if you place / "add" a blue marker to every single step in keynote, x2mdl will process it but the model will crash SOM if placed on a map.

"One is ‎  polygon counter panel and the other is a "serial save" that saves each frame in a Keynote animation as a non-animated MQO file."

When i read about the serial save my first thoughts were "gif compatibility" which would prove less time consuming than freezing each individual frame, copying the frozen model, pasting etc.
Reply





Users browsing this thread:
3 Guest(s)