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Vanmak3D β€” A simple keynote tutorial

Published: 2013-02-19 11:49:46 +0000 UTC; Views: 3546; Favourites: 74; Downloads: 34
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Description EDIT: As of metasequoia 4.5, Keynote is no longer supported, probably due to the bone, morph, and PMD export feature. This tutorial will only work for metasequoia 3 and the earlier metasequoia 4 32-bit versions. Keynote will not work in any version of metasequoia 4 64-bit.

Wanted to make this for so long
Hope you understand what is going on in there

If you want any more tutorials on this, don't be afraid to ask
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Comments: 36

Waltervd [2016-11-15 20:50:24 +0000 UTC]

is there another way then to create morphs for pmd in meta without keynote ?
( sadly got 4 )

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MaiteRitsuki [2016-10-01 16:50:45 +0000 UTC]

Do you could make a tutorial how to add Keynote in Metasequoia?
And the Keynote is for version 3 of Metasequoia?

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Vanmak3D In reply to MaiteRitsuki [2016-10-03 14:16:22 +0000 UTC]

Metasequoia 4 64bit doesn't support Keynote and mqdl has confirmed they won't update it anymore. You can still use it on 32bit versions of the software (both 3 and 4) but especially on win10 computers it will be very buggy.

As for a tutorial, the readme that comes in the download archive says on which folder goes what dll. It is not hard to make out what is said even in japanese as the dlls have english names.

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MaiteRitsuki In reply to Vanmak3D [2016-12-06 13:31:43 +0000 UTC]

Do you could do a tutorial in which you explain as you add bones to the Keynote and do facials, plis?

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Stella-Hagane [2014-12-19 03:24:08 +0000 UTC]

I have a question, two of them actually. I know this is an old tutorial, but I haven't been able to find an answer anywhere... What do you do if you want a bone to control more than one object? Like say you're doing a full model and you've got the body on one object, the shirt on another, etc. How do you make, say, the arm bone move both the arm and the sleeve? Also, can you do bone "hierarchies", like how in MMD if you move the neck the head and hair bones move with it, or whatever?

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Vanmak3D In reply to Stella-Hagane [2014-12-19 03:52:14 +0000 UTC]

The answer to the first is quite simple:You have to duplicate the anchors. For example if you want to rigΒ togetherΒ a body and a a shirt that covers both upper and lowerΒ bones, you normally make the upper and lower body anchors and duplicate them for both "anchor|(body obj name)" and "anchor|(shirt obj name)". They must be exactly the same shapes on the exact same positions if you want them to match exactly.
As far as I know, hierarchies are made automatically when you make the bone triangles, just make sure the bones are connected on the right corners. As for bones that are not connected "naturally" (like hair, held items, hats etc), you just connect the child bone's larger corner to the parent's smaller corner.

If you get confused at some point and would like picture explanation, note me

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Stella-Hagane In reply to Vanmak3D [2014-12-19 03:57:22 +0000 UTC]

Awesome, that helps a lot. Thank you very much!

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Vanmak3D In reply to Stella-Hagane [2014-12-19 04:09:40 +0000 UTC]

You're welcome, I may make a new tutorial at some point. This one's very basic and people have asked me a lot of questions.

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Stella-Hagane In reply to Vanmak3D [2014-12-19 04:25:30 +0000 UTC]

That sounds like it would be a good idea. Most of the tutorials I've been able to find are either really basic like this, or insanely complicated for pros or something... But in any case, thank you for all the information~

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OceanR1 [2014-10-02 18:42:28 +0000 UTC]

how do you open keynote in meta?

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Vanmak3D In reply to OceanR1 [2014-10-06 16:22:52 +0000 UTC]

put the bone.dll file that comes in the zip in the plugin>command folder and open meta. A new button will be added under bckimg and view called "motion" or "γƒ’γƒΌγ‚·"(depends if you are using the japanese or the unofficial translation of the plugin).

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MaiteRitsuki In reply to Vanmak3D [2016-10-29 17:59:29 +0000 UTC]

Where to get the file bone.dll?

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OceanR1 In reply to Vanmak3D [2014-10-06 21:49:30 +0000 UTC]

Thanks that help a lot.

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EvJuny [2014-08-18 04:10:43 +0000 UTC]

it helped a lot~

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sergiovisual [2014-05-24 22:23:31 +0000 UTC]

really helpful,people like you who share the information are the best we can find in this website

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MajorAwesomeness [2014-04-27 17:25:23 +0000 UTC]

what does "bdef" and "sdef" mean in meta?

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Vanmak3D In reply to MajorAwesomeness [2014-04-28 03:19:53 +0000 UTC]

They are weight settings. I think sdef gives a 0-50-100 rig and bdef a 0-25-50-75-100 rig

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MajorAwesomeness In reply to Vanmak3D [2014-04-28 20:08:33 +0000 UTC]

ok thanks ^^

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Vanmak3D In reply to MajorAwesomeness [2014-12-19 04:04:06 +0000 UTC]

I looked into it a little more. As it seems, Bdef stands for Bone Deformation, the setting relies on the bone itself and determines the weight according to the anchor's shape, Sdef stands for sphere Deformation, setting relies on a hypothetical sphere around the bone (in PMXe you can determine the radius of that sphere somehow, haven't found it yet) and Qdef relieves on the quantity of verticles between the bones you are rigging.

It relies mostly on the result you want to get. I usually test all three of them on my models' rig.

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MajorAwesomeness In reply to Vanmak3D [2014-12-24 17:48:05 +0000 UTC]

ok thank you

Sorry for such a late reply!

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Arkenidae [2013-11-15 20:52:05 +0000 UTC]

That's a nice tutorial, it helped me a lot ; 7 ;

But a question, though.

After rigging, is there a way to export it to PMDe/MMD while keeping it rigged?

Because I dunno how to do that and it'd make my life way easier.

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Vanmak3D In reply to Arkenidae [2014-02-28 03:13:55 +0000 UTC]

Yes, you export it to x with animation. The x with animation export keeps the bone rigging and can be imported in PMD editor for post production.

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sergiovisual In reply to Vanmak3D [2014-05-31 18:23:00 +0000 UTC]

mmmm i made my own model with the bones in keynote and i tried to import to PMD in "x with animation file" and does'nt appear nothing. =___= i tried to make low poly models for is that the problem.but nothing

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Arkenidae In reply to Vanmak3D [2014-02-28 16:08:53 +0000 UTC]

Ah, thank you~

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sergiovisual [2013-08-27 15:43:01 +0000 UTC]

woooow im gonna try,,thank you!!

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OceanR1 [2013-06-03 20:59:23 +0000 UTC]

how do you install this?

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Vanmak3D In reply to OceanR1 [2014-02-28 03:12:14 +0000 UTC]

You download the translated version(google "translated keynote metasequoia") and put the files in the according folders of the plugins folder of metasequoia.

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OceanR1 In reply to Vanmak3D [2014-02-28 15:37:14 +0000 UTC]

Ok thanks

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kochmann799 [2013-04-06 00:23:16 +0000 UTC]

MAKE MOAR OF EM! *begs*

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Amygunner [2013-04-03 15:39:15 +0000 UTC]

How do you make a split screen? ._.

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The-Horrible-Mu [2013-02-22 21:00:08 +0000 UTC]

Very helpful. Thank you.

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PolygonCount [2013-02-21 05:52:04 +0000 UTC]

Thanks for the tutorial! I wasn't sure how to use keynote, but it ,makes sense now!

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Arkenidae [2013-02-21 01:03:39 +0000 UTC]

Thank you so much!
I was so lost on how to use this :'3

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airflamesred [2013-02-19 13:48:37 +0000 UTC]

Brilliant, many thanks

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airflamesred [2013-02-19 12:56:35 +0000 UTC]

You have poor deformation, firstly, because you don't have the correct code for the 'cone'? in the object panel and secondly your bones are not connected.

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Vanmak3D In reply to airflamesred [2013-02-19 13:25:03 +0000 UTC]

Poor deformation is because the primitive doesn't have a good wire frame for rigging and the bones weren't meant to be connected. I am just showing how keynote generally works.

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