Metasequoia modeler tutorials and Keynote translated plugins

1zhelp , first question:
Do you know where is the hidden resource that allows me to translate this button?
(This dll allows to move "normal" the selection)
[Image: 1nzmboz03im4ij3fg.jpg?size_id=2] . [Image: c2q5v7co5fma64rfg.jpg?size_id=3]
Some translated dll that I use, do not display their name and I dont know how to fix this. Must there a special editor?
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I added the Mikoto tutorial site to the Keynote section in the top ‎  post- thanks for that :)

I tried to use the updated bone.dll and get an error when I try load it in Metasequoia. Could someone else please check if it loads properly for them.

As far as how to translate the "button labels", I can't really say without looking at the actual file. Sometimes text can be compressed, or in a non-standard encoding.
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Confused Sorry, failled to install for me too.
I had yet to try before before posting.
I'll try to review it.
____________________________________

sorry for the inconvenience
The file is repaired.

Bone.dll works now, but the "button labels" and drop-down menus is not translated

Smash2 [Image: 27z4f8oc6y2slixfg.jpg]
I have had enough! , when it will not work correctly.
I wanted to be useful but I see that I have reached the limit of my skills for this plug.
I have done better to stay quiet in my little corner.
For the umpteenth time, sorry ...
____________________________________

Another site with a tutorial for Metasequoia with getting started of the modeler, creating step by step a character, bones, anchors, morphs and how to use it with Keynote.
The bigger tutorial I have ever seen.

original link> https://www.clip-studio.com/clip_site/ho...etasequoia
english google translation> https://translate.google.com/translate?h...&sandbox=1

[Image: ib0xj32990297d3fg.jpg]


Attached Files
.zip   bonePlug V 0.0.4.5 (2013.07.23) eng-trans.zip (Size: 768.22 KB / Downloads: 176)
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I appreciate what you are doing and it is helpful ‎  Smile ‎  It doesn't take special knowledge and you were doing it right. I expect the problem was just a typo or perhaps your hex editor is moving text instead of overwriting it. I use MadEdit for most Japanese hex editing.

Was the "hidden resource" question you asked earlier about Keynote, or a different plugin? If if is a different plugin, would you like to post it so I can try to find the hidden resource?
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Thanks Euka, What's new in this version?
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@HwitVlf ‎  ‎  ‎  ‎  - Thank you. I'll try MadEdit, and if I can not do if I want, I ask your advice

@airflamesred ‎  ‎  ‎  ‎  ‎  - What's new in this version ...?
I do not know. I use Keynote for a short time.

The readme file says:

[table]

[tr]
[td]-
Original
-[/td]
[td]-
Google trans
-[/td]
[td]-
Excite trans
-[/td]
[/tr]

[tr]
[td]â– ‎¡2013/06/28 ver0.0.4.4→ver0.0.4.5

ム‎»Ã§â€° ‎©Ã§ ‎â€ Ã¨ ‎¨ ‎­Ã¥ ‎®Å¡Ã£â€šâ€™Ã¥ ‎ ‎¯Ã¨ ‎¦â€“化å‡ ‎ºÃ¦ ‎ ‎¥Ã£â€šâ€¹Ã¦ ‎§ËœÃ£ ‎ ‎«
ム‎»Ã£â€š ‎³Ã£Æ’ ‎³Ã£â€š ‎¹Ã£Æ’ˆãƒ ‎¬Ã£â€š ‎¤Ã£Æ’ ‎³Ã£ ‎ ‎®Ã§â€ž ‎¡Ã¥Å  ‎¹Ã£Æ’ ‎»Ã¦Å“‰åŠ ‎¹Ã£â€š ‎ªÃ£Æ’—ã‚ ‎·Ã£Æ’ ‎§Ã£Æ’ ‎³Ã¨ ‎¿ ‎½Ã¥Å  ‎ 
ム‎»Ã£â‚¬Å’ã‚ ‎¨Ã£Æ’ƒã‚ ‎¸Ã¦Å“‰åŠ ‎¹Ã£â‚¬ ‎Ã£ ‎ ‎®Ã£â€š ‎ªÃ£Æ’—ã‚ ‎·Ã£Æ’ ‎§Ã£Æ’ ‎³Ã£ ‎ ‎¯Ã¥Ë† ‎¥Ã£Æ’—ム‎©Ã£â€š ‎°Ã£â€š ‎¤Ã£Æ’ ‎³Ã£ ‎ ‎®OutLinerÃ¥ ‎°Å½Ã¥â€¦ ‎¥Ã¦â„¢â€šÃ£ ‎ ‎®Ã£ ‎ ‎¿Ã¥â€¹â€¢Ã¤ ‎½Å“ã ‎â€”ã ‎ ‎¾Ã£ ‎â„¢[/td]
[td]â– ‎¡2013/06/28 ver0.0.4.4→ver0.0.4.5

ム‎» In order to be able to visualize the physical configuration
-Disable-effective option of adding constraints
Option of "effective edge" will only work OutLiner introduction of another plug-in[/td]
[td]â– ‎¡2013/06/28 ver0.0.4.4→ver0.0.4.5

- They are the invalidity and effective option addition of - ã‚ ‎³Ã£Æ’ ‎³Ã£â€š ‎¹Ã£Æ’ˆãƒ ‎¬Ã£â€š ‎¤Ã£Æ’ ‎³ so that a physical setup can be visualized.
- "the option of edge effective" operates only at the time of OutLiner introduction of another plug-in [/td]
[/tr]

[tr]
[td]- 0.0.4.5 ç‰ ‎©Ã§ ‎â€ Ã¨ ‎¨ ‎­Ã¥ ‎®Å¡Ã£ ‎ ‎«Ã©â€“ ‎¢Ã£ ‎â€”ã ‎ ‎¦ -[/td]
[td]- 0.0.4.5 for physical configuration -[/td]
[td]- 0.0.4.5 ‎  Be Related with Physical Setup. -[/td]
[/tr]

[tr]
[td]- ム‎»Ã¥ ‎½ ‎¢Ã§Å  ‎¶Ã£â€š ‎¿Ã£â€š ‎¤Ã£Æ’—
ç ‎Æ’ 0
ボッã‚ ‎¯Ã£â€š ‎¹ 1
ã‚ ‎«Ã£Æ’—ã‚ ‎»Ã£Æ’ ‎« 2

ム‎»Ã¥â€°â€ºÃ¤ ‎½â€œÃ£â€š ‎¿Ã£â€š ‎¤Ã£Æ’—
æœ ‎ªÃ¥ ‎®Å¡Ã§ ‎¾ ‎© 0
ボム‎¼Ã£Æ’ ‎³Ã¨ ‎¿ ‎½Ã¥ ‎¾â€œ 1
ç‰ ‎©Ã§ ‎â€ Ã¦ ‎¼â€Ã§ ‎®â€” 2
ä ‎½ ‎Ã§ ‎½ ‎®Ã£ ‎â€šÃ£â€š ‎Ã£ ‎â€º 3

ム‎»Ã£â€š ‎¸Ã£Æ’ ‎§Ã£â€š ‎¤Ã£Æ’ ‎³Ã£Æ’ˆã‚ ‎¿Ã£â€š ‎¤Ã£Æ’—
ç ‎ ‎¾Ã£Æ’ ‎Ã£Æ’ ‎¼Ã£â€š ‎¸Ã£Æ’ ‎§Ã£Æ’ ‎³Ã£ ‎ ‎§Ã£ ‎ ‎¯1を指å ‎®Å¡Ã£ ‎â€”ã ‎ ‎¦Ã¤ ‎¸â€¹Ã£ ‎â€¢Ã£ ‎â€žÃ£â‚¬â€š -[/td]
[td]- And shape type
Sphere 0
1 box
Capsule 2

-Rigid type
Undefined 0
1 follow-up bone
Physics 2
3 align

Joint type
Specify the one in the current version. -[/td]
[td]- - Form type
Ball ‎  ‎  0
Box 1
Capsule 2

- Rigid body type
Undefined ‎  ‎  0
Bone flattery ‎  ‎  1
Physical operation ‎  ‎  2
Position ã ‎â€šÃ£â€š ‎Ã£ ‎â€º ‎  ‎  3

- Joint type
Please specify 1 in the present version.
-[/td]
[/tr]

[tr]
[td]- 剛ä ‎½â€œÃ¥â€˜ ‎½Ã¥ ‎ ‎Ã¨ ‎¦ ‎Ã¥â€°â€¡
 R(0剛ä ‎½â€œÃ£â€š ‎¿Ã£â€š ‎¤Ã£Æ’—, 1Ã¥ ‎½ ‎¢Ã§Å  ‎¶Ã£â€š ‎¿Ã£â€š ‎¤Ã£Æ’—, 2Ã¥ ‎¹â€¦, 3é ‎«ËœÃ£ ‎â€¢, 4Ã¥ ‎¥ ‎¥Ã¨ ‎¡Å’, 5è ‎³ ‎ªÃ©â€¡ ‎, 6ç ‎§ ‎»Ã¥â€¹â€¢Ã¦ ‎¸â€ºÃ¨ ‎¡ ‎°, 7回è ‎» ‎¢Ã¦ ‎¸â€ºÃ¨ ‎¡ ‎°, 8Ã¥ ‎ ‎Ã§â„¢ ‎ºÃ¥Å â€º, 9æ‘ ‎©Ã¦â€œ ‎¦Ã¥Å â€º, 10è ‎¡ ‎Ã§ ‎ª ‎Ã£â€š ‎°Ã£Æ’ ‎«Ã£Æ’ ‎¼Ã£Æ’—, 11è ‎¡ ‎Ã§ ‎ª ‎Ã£Æ’žã‚ ‎¹Ã£â€š ‎¯, 12ä ‎½ ‎Ã§ ‎½ ‎®X, 13ä ‎½ ‎Ã§ ‎½ ‎®Y, 14ä ‎½ ‎Ã§ ‎½ ‎®Z, 15回è ‎» ‎¢X, 16回è ‎» ‎¢Y, 17回è ‎» ‎¢Z); -[/td]
[td]- Rigid naming convention
R (0 rigid body type, shape type 1, 2 width, height 3, 4 depth, mass 5, 6 move attenuation, attenuation rotation 7, 8 repulsive force, friction force 9, 10 collision group, 11 collision mask, 12 position X , 13 position Y, 14 position Z, 15 rotation X, 16 rotation Y, 17 rotation Z); -[/td]
[td]- Rigid body naming convention
R (0 rigid-body type, 1 form type, two pieces, three highs, 4 depth, 5 mass, 6 move attenuation, 7 rotation attenuation, 8 restitution, 9 frictional force, 10 collision groups, 11 collision mask, the 12 positions X, the 13 positions Y, the 14 positions Z, 15 rotations X, 16 rotations Y, and 17 rotations Z); -[/td]
[/tr]

[tr]
[td]- ä ‎ºÅ’ã ‎ ‎¤Ã§â€º ‎®Ã¤ ‎» ‎¥Ã©â„¢ ‎Ã£ ‎ ‎®Ã¥â€°â€ºÃ¤ ‎½â€œÃ¥â€˜ ‎½Ã¥ ‎ ‎Ã¨ ‎¦ ‎Ã¥â€°â€¡
 G(0Ã¥ ‎½ ‎¢Ã§Å  ‎¶Ã£â€š ‎¿Ã£â€š ‎¤Ã£Æ’—, 1Ã¥ ‎¹â€¦, 2é ‎«ËœÃ£ ‎â€¢, 3Ã¥ ‎¥ ‎¥Ã¨ ‎¡Å’, 4ä ‎½ ‎Ã§ ‎½ ‎®X, 5ä ‎½ ‎Ã§ ‎½ ‎®Y, 6ä ‎½ ‎Ã§ ‎½ ‎®Z, 7回è ‎» ‎¢X, 8回è ‎» ‎¢Y, 9回è ‎» ‎¢Z, 10è ‎¡ ‎Ã§ ‎ª ‎Ã£â€š ‎°Ã£Æ’ ‎«Ã£Æ’ ‎¼Ã£Æ’—, 11è ‎¡ ‎Ã§ ‎ª ‎Ã£Æ’žã‚ ‎¹Ã£â€š ‎¯); -[/td]
[td]- Rigid naming convention of two subsequent
G (0 shape type, one width, height 2, 3 depth, 4 position X, 5 position Y, 6 position Z, 7 rotation X, 8 rotation Y, 9 rotation Z, 10 collision group, 11 collision mask); -[/td]
[td]- Rigid body naming convention after the second
G (0 form type, one piece, 2 height, 3 depth, the four positions X, the five positions Y, the six positions Z, seven rotations X, eight rotations Y, nine rotations Z, 10 collision groups, and 11 collision mask); ‎  -[/td]
[/tr]

[tr]
[td]- ム‎»Ã£â€š ‎¸Ã£Æ’ ‎§Ã£â€š ‎¤Ã£Æ’ ‎³Ã£Æ’ˆå‘ ‎½Ã¥ ‎ ‎Ã¨ ‎¦ ‎Ã¥â€°â€¡
 J(0ã‚ ‎¸Ã£Æ’ ‎§Ã£â€š ‎¤Ã£Æ’ ‎³Ã£Æ’ˆã‚ ‎¿Ã£â€š ‎¤Ã£Æ’—, 1回è ‎» ‎¢Ã¤ ‎¸â€¹Ã©â„¢ ‎X, 2回è ‎» ‎¢Ã¤ ‎¸â€¹Ã©â„¢ ‎Y, 3回è ‎» ‎¢Ã¤ ‎¸â€¹Ã©â„¢ ‎Z, 4回è ‎» ‎¢Ã¤ ‎¸Å Ã©â„¢ ‎X, 5回è ‎» ‎¢Ã¤ ‎¸Å Ã©â„¢ ‎Y, 6回è ‎» ‎¢Ã¤ ‎¸Å Ã©â„¢ ‎Z, 7ã ‎ ‎°Ã£ ‎ ‎­Ã¥â€ºÅ¾Ã¨ ‎» ‎¢X, 8ã ‎ ‎°Ã£ ‎ ‎­Ã¥â€ºÅ¾Ã¨ ‎» ‎¢X, 9ã ‎ ‎°Ã£ ‎ ‎­Ã¥â€ºÅ¾Ã¨ ‎» ‎¢X,
10ç ‎§ ‎»Ã¥â€¹â€¢Ã¤ ‎¸â€¹Ã©â„¢ ‎X, 11ç ‎§ ‎»Ã¥â€¹â€¢Ã¤ ‎¸â€¹Ã©â„¢ ‎Y, 12ç ‎§ ‎»Ã¥â€¹â€¢Ã¤ ‎¸â€¹Ã©â„¢ ‎Z, 13ç ‎§ ‎»Ã¥â€¹â€¢Ã¤ ‎¸Å Ã©â„¢ ‎X, 14ç ‎§ ‎»Ã¥â€¹â€¢Ã¤ ‎¸Å Ã©â„¢ ‎Y, 15ç ‎§ ‎»Ã¥â€¹â€¢Ã¤ ‎¸Å Ã©â„¢ ‎Z, 16ã ‎ ‎°Ã£ ‎ ‎­Ã§ ‎§ ‎»Ã¥â€¹â€¢X, 17ã ‎ ‎°Ã£ ‎ ‎­Ã§ ‎§ ‎»Ã¥â€¹â€¢X, 18ã ‎ ‎°Ã£ ‎ ‎­Ã§ ‎§ ‎»Ã¥â€¹â€¢X, 19ä ‎½ ‎Ã§ ‎½ ‎®X, 20ä ‎½ ‎Ã§ ‎½ ‎®Y, 21ä ‎½ ‎Ã§ ‎½ ‎®Z, 22回è ‎» ‎¢X, 23回è ‎» ‎¢Y, 24回è ‎» ‎¢Z) -[/td]
[td]- Joint naming convention
J (0 joint type, one turn lower limit X, 2 lower limit rotation Y, 3 lower limit rotation Z, 4 rotation upper limit X, 5 upper limit rotation Y, 6 rotation upper limit Z, 7 spring rotation X, 8 spring rotation X, 9 spring rotation X ,
10 Moving lower limit X, 11 move lower limit Y, 12 move lower limit Z, 13 move limit X, 14 move limit Y, 15 move limit Z, 16 spring move X, 17 spring move X, 18 spring move X, 19 position X, 20 position Y, 21 position Z, 22 rotation X, 23 rotation Y, 24 rotation Z) -[/td]
[td]- - Joint naming convention
J (0 joint type, 1 rotation minimum X, 2 rotation minimum Y, 3 rotation minimum Z, 4 rotation maximum X, 5 rotation maximum Y, 6 rotation maximum Z, 7 spring rotations X, 8 spring rotations X, and 9 spring rotations X)
10 move minimum X, 11 move minimum Y, 12 move minimum Z, 13 move maximum X, 14 move maximum Y, 15 move maximum Z, 16 spring movement X, 17 spring movement X, 18 spring movement X, the 19 positions X, the 20 positions Y, the 21 positions Z, 22 rotations X, 23 rotations Y, and 24 rotations Z
-[/td]
[/tr]

[/table]

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Hi

Another question :sick[1]:

Is it possible to make a morph (elem) in Keynote, which cuts the movement on 2 or more times ?

example (for a a fodable satellite dish ) :
1 - a antenna come out .
2 - it deploys.

Or even better:
1 - a antenna begging to come out .
2 - it finish to come out and begins to deploy.
3 - it finish deploy.
_____________________________

Biggrin I succeeded in find the little "hidden resource" in the dll, thank you HwitVlf, MadEdit has been useful here.

NormalMove for normal movement of the selection. (Not a perfect tool, but can sometimes be useful)
And DividEdges that divides one or more faces, quad or triangle into smaller faces, I use it more often.


Attached Files
.zip   NormalMove+DividEdges.zip (Size: 296.32 KB / Downloads: 175)
Reply

(2014-03-05, 10:59 AM)euka link Wrote: Hi

Another question :sick[1]:

Is it possible to make a morph (elem) in Keynote, which cuts the movement on 2 or more times ?
Not really sure, it's pretty basic. The vert moves in a straight line from ‎  A to B (elem) You can't physically move 2 morphs at the same time. You can animate it though.
Reply

Decided to unlock my old Blender video. Locked it a while ago because I started learning new techniques in Blender, but its still useful as an intro to Blender (and makes it look much less scary) its for 2.49b which I stuck with for about 3 years.

Blender UV unwrap texture baking and editing in GIMP - basic
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You know what really grinds my gears with blender, that trackerball motion. Nice vid, Ben.
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