SoM animation technique info . . . - Printable Version +- Sword of Moonlight Forums (https://forum.swordofmoonlight.com) +-- Forum: Sword of Moonlight (https://forum.swordofmoonlight.com/Forum-Sword-of-Moonlight) +--- Forum: SOM Guides, FAQ and Help (https://forum.swordofmoonlight.com/Forum-SOM-Guides-FAQ-and-Help) +--- Thread: SoM animation technique info . . . (/Thread-SoM-animation-technique-info) Pages:
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SoM animation technique info . . . - HwitVlf - 2009-11-14 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/SOM/downloads.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. ------------------------------------ 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). 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: 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: 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: 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 Multiple repeats in UV moves slow: Re: SoM animation technique info . . . - dmpdesign - 2009-11-14 Um John...that is fucking awesome. How did you do this? Re: SoM animation technique info . . . - darchangel - 2009-11-14 Oh HELL yeah! Can the animation be slowed down? Re: SoM animation technique info . . . - kilroyfx - 2009-11-14 Awesome !! Pretty clever.....I have no clue....:) Re: SoM animation technique info . . . - HwitVlf - 2009-11-15 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 :) Re: SoM animation technique info . . . - Holy_Diver - 2009-11-15 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? Re: SoM animation technique info . . . - darchangel - 2009-11-16 (2009-11-15, 05:05 AM)HwitVlf link Wrote:Updated first post with the info kit link. Thanks John, I now have a moving waterfall...wooohooo!! Re: SoM animation technique info . . . - HwitVlf - 2009-11-16 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' Re: SoM animation technique info . . . - darchangel - 2009-11-17 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 Re: SoM animation technique info . . . - Holy_Diver - 2010-09-05 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 It's also interesting to see that any kind of animation is possible with the .mdo files. |