Showing posts with label Mikoto2x. Show all posts
Showing posts with label Mikoto2x. Show all posts

Wednesday, 2 July 2014

Mikoto2x instructions 2

Since I now have the TR4 Lara Croft Metasequoia character rigged using Mikoto’s anchor method [link] I wanted to see if Mikoto2x could export the dance animation I transferred to my character in the sixth part of the Mikoto tutorials [link].

The instructions for Mikoto2x are here [link].

From the screenshot below you can see that conversion was successful.

dance bvh converted in Mikoto2x


Sunday, 1 June 2014

Mikoto2x instructions

Mikoto2x [link] [link2] is a program to convert animations created in Mikoto to the Direct3D *.x text file format.

Mikoto is a program that can be used to animate models created in Metasequoia.

The model has to include special objects and object names for animation to be possible in Mikoto. See the tutorial here [link].

Mikoto2x requires the vertices of the character mesh to be assigned to the bones using the anchors method in Metasequoia.

Anchors are boxes that envelop all the vertices that are to be assigned to a bone.

Reading the translated “readme.txt” [link] 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.

I will just show how to use Mikoto2x at this time and update the post later with the requirements for the model.

Create a new folder somewhere on your PC and copy the following files from Mikoto2x’s sample folder to the new folder.
  • “kobito.mqo”
  • “kobito.m2x”
  • “df_00.bmp”
  • “df_01.bmp”
I will be using the freeware MetasequoiaLE R3.0.

It is yet to be confirmed whether Mikoto2x is compatible with *.mqo files saved from Metasequoia 4. Metasequoia 4 default *.mqo files are version 1.1 whereas Metasequoia 3 default *.mqo files are version 1.0.

Open “kobito.mqo” in Metasequoia.

Open model in Metasequoia


Saturday, 31 May 2014

Mojibake

The instructions for the Japanese programs I download often appear as gibberish (lots of question marks or other unusual symbols) when I open them in a text editor on my PC.

This happens because the text has been decoded using a different character encoding than was used to write the text.

The Japanese call this Mojibake.