Metasequoia modeler tutorials and Keynote translated plugins - 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: Metasequoia modeler tutorials and Keynote translated plugins (/Thread-Metasequoia-modeler-tutorials-and-Keynote-translated-plugins) |
Re: Metasequoia modeler tutorials and Keynote translated plugins - Verdite - 2011-04-06 I dont understand how this hair plugin works or where it goes. Feeling a bit daft. Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-04-06 copy and paste the .dll file into plug-ins/create folder Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-04-06 Sorry its the slect sub folder. I got confused cause it creates a new obj. Just select a face or faces and click it from the select menu. My readme should give you some clues as to the variants Re: Metasequoia modeler tutorials and Keynote translated plugins - Verdite - 2011-04-07 Oh well. Not working... I'm not using the latest version though... Man... I dunno whats going on with cpgen / x2mdl i think it might be my version of meta. The mdl exports at like 1000x its size, the textures dont map, meh. Re: Metasequoia modeler tutorials and Keynote translated plugins - dmpdesign - 2011-04-07 Alright, work in progress...smoothed out the walking a little more (still not right) and added a death animation. https://www.youtube.com/watch?v=rdz9tiUVpRM&feature=player_embedded John/Ben, any luck getting your enemy to actually walk forward? I tried with animation that jumped forward and animation that stood in place neither seemed to affect the actual movment of the enemy (except the one that went forward left behind its shadow until it reset back to 0,0) I wonder if there is something special about walking animations in the mdl files SOM uses, similar to the way you had to use the triangle to make your moving textures work John? COuld that be possible, some sort of control mechanism that tells the model which way to move forward? If its not that, perhaps the walking animation has to traverse a certain distance, maybe one designated by the prf? Or possibly the game requires a set length dependant on something in prf? I am stumped, so far I only have a walk in place enemy...you can peek at it here: Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-04-08 More fine work from HwitVLF Thanks for the hair translation. As you can now see that is one that really needed it. Your commands runthrough are very comprehensive (the best I have ever seen) ctrl E brings up box for a number input for the extrude. I may have missed it but its worth a mention as there is no separate extrude on adjacent faces. Verdite - Sorry I was right the first time its the object sub folder, along side boolean. I guess you've worked that out by now An interesting thing with keynote is that the bone influence runs out at around 550 mqo units Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-04-08 https://www.siobi.info/program/mq-pluginlink.htm#mash-lclean Just in case anyone isn't aware of the plug-in page. Most are quirky and not the sort of thing you would use everyday though there are some usefull modelling tools in there Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-04-08 HwitVLF May I send you my cow mesh to look at. Im not getting the correct movement on things. I would value your opinion. If you can email me your email. thanks Mark Re: Metasequoia modeler tutorials and Keynote translated plugins - Verdite - 2011-04-08 We need to make Hwitvlf a cake or something to say thank you for being so patient. I really appreciate and value this. Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-04-08 3 cheers and a mesh cake on its way! |