11/4/2022 0 Comments Metasequoia camera movementThe letter ‘E’ is the shortcut for Export. Right click on the “kobito.mqo” item to display the context menu and then click Export. Mikoto2x needs to know the initial pose (also known as rest pose) of the model which is the model’s pose before any bones have been moved or rotated. You can right click on the motion and rename it if you wish. IMPORTANT: Do not rotate or move any bones or create any more keyframes for this motion. In untranslated versions of Mikoto look for the context menu item with the shortcut key ‘S’.Ĭlick on a bone in the 3D view and press OK in the dialog to create a new motion named “motion”. Use the filename “anchor.x”Įxit Metasequoia without saving the changes and open “kobito.mqo” in Mikoto and give the “kobito.mqo” item scope by right clicking on it in the treeview and clicking “Scope” in the context menu. Save the skeleton the same way as for the skin. The translated “readme.txt” mentions dragging and dropping the “skin.x” file onto the xsmooth.exe program that is bundled with Mikoto2x but I need to clarify this. Leave the “Axis” settings at the default values and press OK to save “skin.x”. I don’t know if you need to check/tick “Vertex color” but I did anyway. In the X Export setting dialog change “Multiply” to 1 and make sure “Visible objects only” is checked/ticked.Īlso check/tick “Normal vector” and “UV mapping”. In the Save As dialog, name the file “skin” and make sure to select Direct3D retained Mode (.x) as the file type from the dropdown list. To save the skin, hide the other two objects and then click File>“Save As”. The object named “bdef:body” is our character’s mesh (skin), the object named “bone:body” is our character’s skeleton and the object named “anchor|body” contains all the anchors (boxes) that assign the vertices to the bones in the skeleton. IMPORTANT: Each *.x file must be saved in the same folder as “kobito.mqo”. For this reason you need MetasequoiaLE or a registered version of Metasequoia. You need to save each object to a separate Direct3D *.x file. Metasequoia 4 default *.mqo files are version 1.1 whereas Metasequoia 3 default *.mqo files are version 1.0. It is yet to be confirmed whether Mikoto2x is compatible with *.mqo files saved from Metasequoia 4. I will be using the freeware MetasequoiaLE R3.0. #METASEQUOIA CAMERA MOVEMENT HOW TO#I will just show how to use Mikoto2x at this time and update the post later with the requirements for the model.Ĭreate a new folder somewhere on your PC and copy the following files from Mikoto2x’s sample folder to the new folder. Reading the translated “readme.txt” it may required that the effector must be bdef: only and that the character mesh must be in a single object but I have not had time to clarify this. Mikoto2x requires the vertices of the character mesh to be assigned to the bones using the anchors method in Metasequoia.Īnchors are boxes that envelop all the vertices that are to be assigned to a bone. The model has to include special objects and object names for animation to be possible in Mikoto. Mikoto is a program that can be used to animate models created in Metasequoia. Mikoto2x is a program to convert animations created in Mikoto to the Direct3D *.x text file format.
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