SoM animation technique info . . .

#1
I figured out a process to make one type of animated Object (texture only).
Attached is an example in a game if anyone wants a looksee.
You can download the how-to/kit here in the 'Extra Tools' section:
https://jdo-translations.100webspace.net...ads.html#2



Below is the kit's readme incase anyone can't use the Microsoft Word format of the readme in the kit:
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This info only explains the unique operations involved in making a SoM texture move
using Metasequoia. It does not tell you how to make the model itself or
other common operations like converting an X model to SoM format. You will
need to learn those details separately.
------------------------------------

1. Make your model but keep in mind that only parts of the model that are
covered in the first listed texture will move (indicated with red arrows).
More textures may be used, but they will not move (green arrows).
[Image: Image1-2.png]


2. When you are finished making your model, save it in MQO format then
open the included 'Move Arrow.mqo'. Opening 'Move Arrow.mqo' should
close the model you made so it should now look like this:
[Image: Image2-1.png]


3. Next, go to 'File>Insert' and insert the model you made in step 1. Select 'Merge All' and
you should end up with something like this:
[Image: Image3.png]


4. Save this combined model as an X file making sure 'UV Mapping' is
checked and convert it to a MDO using SoM's X2MDO.exe.

5. Put the included '[Moving].prf' file in '. . . \DATA\OBJ\PROF\' and your
new MDO file (that you saved in step 4) and the included 'BlankArrow.txr' in
'. . . \DATA\OBJ\MODEL\'.

6. Run SoM's Object tool and 'File>Open' ‎  '[Moving].prf' then press 'CHANGE' and
select your new MDO from the list. Enter whatever name you want and
'SAVE AS' whatever name you want:
[Image: Image4.png]

Your new animated model should now be ready to use in the Parameter Editor!



TIPS:
The black arrow will show up when you place the Object in the Map Editor,
but it will not show up ingame. It indicates the direction the texture will
move (unless you use screwy UV in Metasequoia or rotate your model).

The more times you repeat the moving texture on your model, the slower it
will appear to move ingame. So, say you are applying a texture to a single
square polygon, a UV that repeats the texture several times on the square
will move slower than if the texture just covers the square once. ‎  The line
indicated below represents the area displayed on the Square's single polygon:

Single repeat in UV moves fast
[Image: Image5.png]

Multiple repeats in UV moves slow:
[Image: Image6-1.png]


Attached Files
.zip   Moving_Sample.zip (Size: 794.14 KB / Downloads: 211)
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SoM animation technique info . . . - by HwitVlf - 2009-11-14, 12:32 PM



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