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Old 19-11-17, 16:26   #1501
sampiza
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Hi,does someone knows if there's a invisible static object? 'cause i want to block a passage in my level to players don't go in there.
Thx in advance
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Old 19-11-17, 17:10   #1502
Shakira Croft
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Try the NG Panel_XXX
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Old 19-11-17, 21:35   #1503
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Thx it worked! I didn't knew about this feature.
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Old 12-12-17, 23:10   #1504
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Hi

Has someone a full animated panther/lion or other big cat as 1-mqo object including every separated parts please ?
I would like to create a new big cat but just replace the meshes cause I don't create animations.

(I extracted all parts of the bobcat with Strpix, but i cant get how to recompose it. Or is there a way to extract every mesh as one object ?)
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Old 13-12-17, 09:21   #1505
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@LeelooBastet: Metasequoia v.3 or higher supports meshes hierarchy so you can compose the entire object from single exported meshes. You can try Sapper's Meshtree Editor program to get the proper offsets for meshes. Use the Local button for that. Once you satisfied with the shape of new meshes move them again in that way that their pivot are at 0,0,0 point. Then you can export them one by one to StrPix

I might make a small tutorial about meshes hierarchy in Metasequoia some day...

Last edited by A_De; 13-12-17 at 09:23.
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Old 14-12-17, 12:32   #1506
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Quote:
Originally Posted by A_De View Post
@LeelooBastet: Metasequoia v.3 or higher supports meshes hierarchy so you can compose the entire object from single exported meshes. You can try Sapper's Meshtree Editor program to get the proper offsets for meshes. Use the Local button for that. Once you satisfied with the shape of new meshes move them again in that way that their pivot are at 0,0,0 point. Then you can export them one by one to StrPix

I might make a small tutorial about meshes hierarchy in Metasequoia some day...
That'd be awesome, because your way sounds like a way to use UV mapping on a complete outfit, as opposed to using it on separate objects only...
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Old 14-12-17, 18:13   #1507
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^yes, I used this technique to make meshes for a cat based on DOG slot. Didn't try to use this method for outfits yet.
Actually I didn't invent anything new though, this method is described in demo pack for meta2tr v.6 AFAIK. But I'll try to make detailed explanation anyway. It seems that people are interested.
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Old 14-12-17, 19:23   #1508
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My big cat is already done and textured, i just need to cut it into propoer parts in order to replace the old ones that already have animations
I don't even understand what you told me with offsets and so on ... that's why I'm asking someone to give me the full lion object with its parts already in place

Last edited by LeelooBastet; 14-12-17 at 19:25.
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Old 14-12-17, 20:20   #1509
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Quote:
Originally Posted by LeelooBastet View Post
My big cat is already done and textured, i just need to cut it into propoer parts in order to replace the old ones that already have animations
I don't even understand what you told me with offsets and so on ... that's why I'm asking someone to give me the full lion object with its parts already in place
Offsets determine the location of a mesh within the 3D space, so it is not placed at the central point (0,0,0). When you export and open in Meta an object made up of multiple meshes they will all be centered in a clump, using offsets from Meshtree Editor lets you set them in the right place, which is what you need as far as I understand.
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Old 14-12-17, 21:08   #1510
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Does someone knows where i can find a lamp switch??
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