Software Overview

Page update date :
Page creation date :

This software adds bones to the created 3D model and manipulates each part of the model, making it possible to realize a rich variety of expressions. Furthermore, by registering it as an animation, you can add movement to the model in real time. You can also use animated models in games by outputting them to an X file with skin animation (shared version only) or an Elfreina expansion model file.

エルフレイナ

What kind of functions are mainly listed below.


Model data that can be read is "Metasequoia File", "X File", "Elfreina Extended Model File"

When reading MQO files, no additional settings are basically required in Metasequoia. All settings are made in detail with this software. You can also apply the "smoothing" effect set in Metasequoia to make the faces look smoother or more angular. Translucent display by "transparent map" is also possible.

* "Metasequoia" is a modeling software developed by O.Mizno. There is an LE version (free) and a normal version (share). ([Homepage] http://www.metaseq.net)

You can also read X files, but MQO files can be managed on an object-by-object basis, so this is recommended. (Of course
Animation is also possible with X files)

Depending on the type of file, it has the following characteristics.

MQO fileX fileELEM file
Multi-mesh management And without And
File Size

(Model data only)
small big ordinary
Model data loading speed

(In the case of Elfreina)
slow early early
  • When you import an animated X file, only the model data is imported.
  • "Surface control" and "mirroring" are not currently supported for reading metasequoia files. On the Metasequoia side, execute "Freeze curved surface/mirror" before loading.

メタセコイアファイルXファイル

Can be output as "X file with skin animation (share version only)" and "Elfreina extended model file"

Output is possible as "X file with skin animation (share version only)" and "Elfreina expansion model file". Of course, you can register multiple animations.

There is an X file with each skin animation in the Sample folder, so please try using it.

Lactin, bone creation mode

This software allows you to create bones. Bones are very easy to create, and parent-child relationships are as easy as clicking on the view with the mouse. After roughly creating it, tweak it a little and you're done.

ボーン作成モード

"Vertex weight" makes it easy to associate bones with model vertices

Using a range box called a vertex weight box, you can easily set which range of vertices each bone affects in the model. Since it is a method that does not set vertices directly on the model, for example, if you move or increase vertices in modeling software, the extra edits in Elfreina will be less expensive. Also, since the box is independent of the model, if it has a similar form, such as a human model, you can immediately animate another character by simply replacing the model.

頂点ウェイトボックス

If there are multiple boxes at the vertices, a smooth blend is automatically created. In addition, the number of divisions of the box can be determined and freely transformed.

Automatic vertex weight assignment

Basically, vertex weights can be explicitly specified using boxes, but you can use automatic vertex weights that are calculated only from bones. The only way is to create a bone. After that, the weight is automatically calculated from the position of the bone and the position of the vertex, and you can move on to the animation editing as it is.

ボーン作成頂点ウェイトの自動割り当てAfter creating the bones, go straight to the animation

Real-time animation

Regardless of your computer's specs, you can animate at the same speed as in real time. For example, a computer that runs at 60 fps per second and a computer that only runs at 15 fps per second will be in the same position after one second.

*What is FPS?
Stands for "Frame Par Second". A unit that indicates how many times the screen can be updated in one second.

Animation parameters are "translation", "rotation", and "scaling"

In addition to the "translation" and "rotation" usually found in 3D animation software, "scaling" animation is also possible.

移動 回転 拡大

UV animation (shared version only)

UV animation is an animation that is possible by moving the texture rather than moving the polygon itself. By changing the position of the texture, it is possible to make the process that malfunctions when moving polygons appear as if the polygons are moving. Also, depending on how the texture is drawn, interesting processing is possible.

UV移動前UV移動後It looks like you're moving the eye polygon,
I'm moving the texture to make it look like it's moving

Smooth expression of animation start and stop (transition)

For example, even if the "walking" movement changes, the character's standing motion may suddenly change from a stopped state, or it may suddenly stop in an upright state. This software provides parameters to avoid this phenomenon, so you can achieve smooth movement by changing the animation.

Easy-to-use interface

Regardless of the size of the model or the magnification of the display, the size of the bones and manipulators matches the screen ratio, making it very easy to operate with the mouse.

ズームアウトのボーンズームインのボーン The thickness of the bone or the size of the joint is changing with the size of the view.

Easy-to-navigate orthographic view

Normally, it is displayed as a "perspective projection" that makes things look smaller as you move farther away, but in this case, although they look good, it is very difficult to align with the grid. For this purpose, the "orthographic view" was prepared. As shown in the figure below, distant objects do not become smaller, making it easier to set the position accurately as in the plan view.

遠近射影ビュー正射影ビュー"Perspective projection" on the left, "orthographic projection" on the right

Advanced "undo" function

For most operations other than "New" and "Import Project", the "Undo" and "Redo" functions are available. The maximum number of times is 100 defaults, but if you have memory, you can increase the number if necessary. * Changes that are not directly related to the model, such as environment settings, are excluded.

Simultaneous operation of multiple bones

Normally, only one bone can be moved at a time, but with this software, you can operate multiple selected bones at once. As with rotation, it is also possible to move and expand.

複数のボーンの同時操作Rotating legs at the same time

Bone rotation by IK, FK

It is possible to rotate the bone with "IK" and "FK", which are often used in model animation software. There are patterns that rotate intuitively by clicking directly on bones and joints, and patterns that use manipulators for precise rotation. You can rotate the bones in any way, so you can choose your favorite method.

IK, FK によるボーンの回転You can also choose the rotation method of the manipulator from "World", "Local", and "Parent".

Multiple key interpolation calculations

You can specify the interpolation calculation method for determining the pose between keys on a per-animation and per-bone basis.

  • Linear interpolation
  • Step interpolation
  • (Third-order) spline interpolation
  • Lagrange interpolation

Creation Help Wizard

People who touch software with complicated interfaces for the first time often feel that they don't know where to start, or that they are confused about how to operate it. With this software, the "Creation Help Wizard" starts at the same time at startup, and explains the procedure of creating through the sample in an easy-to-understand manner.

作成ヘルプウィザード

The window is also small, so it doesn't get in the way too much, and if you don't need it anymore, you can prevent it from starting again next time. (The Authoring Help Wizard may take some time to start.) )