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:
--------------------------------------------------------------------------------------------------------------


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.
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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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#2
Um John...that is fucking awesome.

How did you do this?
- Todd DuFore (DMPDesign)
Site Founder
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#3
Oh HELL yeah!

Can the animation be slowed down?
He who was born with the light, will die with the light...rage against the dying of the light.
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#4
Awesome !! ‎  Pretty clever.....I have no clue....:)
Cheers

KilroyFx
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#5
Updated first post with the info kit link.

Darchangel: yes, you can change movement speeds to a certain extent. I included the details in the kit.

If anyone can't understand the destructions, I mean instructions, or can't get it to work, please let me know :)
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#6
Is animation built into every texture, or does it seem like something that is probably only applicable with particular filetypes?

PS: Could somebody post a more accessible version of the .doc file in the download on John's website?
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#7
(2009-11-15, 05:05 AM)HwitVlf link Wrote:Updated first post with the info kit link.

Darchangel: yes, you can change movement speeds to a certain extent. I included the details in the kit.

If anyone can't understand the destructions, I mean instructions, or can't get it to work, please let me know :)

Thanks John, I now have a moving waterfall...wooohooo!! Monkey
He who was born with the light, will die with the light...rage against the dying of the light.
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#8
Ha, I remember 'flowing water' was one of your first requests after you got SoM.
It only took a year or so but hopefully 'better late than never' Tongue
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#9
Much better late than never John...I think if the Japanese fans would have had all these new features when SoM came out, it would probably have done a lot better.

I'm inspired to get back and play around some more ‎  Biggrin
He who was born with the light, will die with the light...rage against the dying of the light.
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#10
I never really payed attention to what John was doing here before. Probably I assumed everything was part of metasequoia (or whatever) which is still over my head...

But the black arrow thing kind of looks like the control points in the mdl files. Is that part of some Meta (sequoia) mechanic? I kinda wonder where John ever came up with the idea if the arrow is just a simple triangle in the file like the control points are, because you can't really see the control points with anything I know of (that I did not program myself)

I wonder if he just accidentally came across the control point feature by colouring a triangle and come to find out his texture was animated in game Tongue

It's also interesting to see that any kind of animation is possible with the .mdo files.
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