I think I know what you mean Ben. When importing models into SoM, the textures shift a bit- it's either a bug in SoM's rendering or in Mick's X2MDL conversion tool, or it might have something to do with the UV number index starting at "1" versus "0" in the different model formats. But anyways, you often need to move one edge of a texture straight back by one pixel or you end up with seams ingame. If you do that by hand, it's impossible not to "wiggle" the UV-dots sideways.
In Metasequoia, you can use the numerical inputs + "OK" to move selected UV dots straight. Also, the "EasyUV" panel plugin has a set of buttons that let you align all selected UV-dots to the rightmost, leftmost etc selected UV dot. I use that all the time to straighten out funky UV-dot lines. The "AVG" button spaces the selected UV-dots at averaged intervals along a line. It's nice for straightening too :)
I don't think I ever publicly released the last two translated Metasequoia Plugins. So I added them to the top post (plugin batch #5). One is polygon counter panel and the other is a "serial save" that saves each frame in a Keynote animation as a non-animated MQO file.
Mick said that SoM's "scarecrow" animations used a "snapshot" format where the pose for every frame is stored in the animation file (rather than only storing the first/last frame and using interpolation to fill in the middle) so this "serial save" plugin may be especially suited for producing SoM "soft" animations if Mick ever wants to implement that in X2MDL.
In Metasequoia, you can use the numerical inputs + "OK" to move selected UV dots straight. Also, the "EasyUV" panel plugin has a set of buttons that let you align all selected UV-dots to the rightmost, leftmost etc selected UV dot. I use that all the time to straighten out funky UV-dot lines. The "AVG" button spaces the selected UV-dots at averaged intervals along a line. It's nice for straightening too :)
I don't think I ever publicly released the last two translated Metasequoia Plugins. So I added them to the top post (plugin batch #5). One is polygon counter panel and the other is a "serial save" that saves each frame in a Keynote animation as a non-animated MQO file.
Mick said that SoM's "scarecrow" animations used a "snapshot" format where the pose for every frame is stored in the animation file (rather than only storing the first/last frame and using interpolation to fill in the middle) so this "serial save" plugin may be especially suited for producing SoM "soft" animations if Mick ever wants to implement that in X2MDL.