File :-(, x, )
Anonymous
Hey guys I just noticed that pepakura 2 is out and the japanese version haves also a software called hexasuper5, I tried hexa an is great, you can make almos any anime character with hexa and then export to pepakura, the problem is that is only in japanese, and the english pepakura 2 lacks of hexa
>> Anonymous
>>27956you can make almos any anime character with hexa

What the hell does that mean?
>> Anonymous
hexa allows you make 3d from a 2d anime picture, is called 3D Manga function
>> Anonymous
Anonymous is referring to this
http://www.shusaku.co.jp/www/product_S5U.html
Rokkaku Daiou Super5
It's Japanese 3d modeling software which is very different from "traditional" 3d modeling programs and has built-in functionality for making 3d models from photos and line art.
>> M.
But how well does it work ?
>> gizmogal !MmLOyiCYJs
does pepakura 2 finally support mac os?
PLEASE SAY YES. ;;
>> Anonymous
So, uhh. Wheres the crack to pepakura V2? I wanna see what they changed in the file type, and see if pdo2mqo still works with it...
>> Anonymous
in fact we just need to get the serial for pepakura you dont need crack
>> Anonymous
/r/ the serial
>> mudkip
/r/ torrent or dl
>> Anonymous
>>27956
bump for torrent, mainly just serial
>> Anonymous
you dont need torrent, just get it from the official site, what we need is the serial
>> Anonymous
Some time ago, I asked what would be better for releasing a new papercraft: just a version with black lines? I know a lot of people hate that, especially when it's a character model and it would have those black lines in the face area...
An lineless version would be great, but you'd still need a version WITH lines, or else nobody would know where to fold the parts...
I also suggested a version WITH lines, but where the lines would not be black, but like just a little bit darker than the part-color, so they would kinda blend in. The only way to do this, was to save the template from Pepakura v1.1 and to manually change the colors of all the dotted and dashed lines...
And now in v2.0 you can just change the colors of the lines in Pepakura!
Maybe they heard me? ;o)
>> jamis
>>28166
do they change in the vector outputs as well???
>> Anonymous
     File :-(, x)
>>28167
The lines act the same way as the "normal black lines" in older versions do, the only difference is that you can now make them red, blue, green, purple etc. instead of black (in the example, I made one of them blue.

Oh, and another new feature is you can manually input the length of the dashes and the intervals, so you can create your own linestyle (but for me, the two default always sufficed).
>> Anonymous
I just got the hexasuper 4, and is great you can make almost any anime character to 3d and then to paper, the problem is the human character creator is no working, I think I got a version who is not fully cracked, hope someone can help
>> Anonymous
Instead of making miniscule changes to the program they need to make a mac version, or at least a PDO viewer for us. Anyone else agree?
>> Anonymous
what we need is a PDO -> vector format convertor...


or a mac version..
>> Anonymous
>>28520
>>what we need is a PDO -> vector format convertor...

pdo files (at least from Ver1, no idea what they changed in ver2) are pretty easy to work with.
I wrote a simple program that can extract the mesh and the bitmaps from a .pdo file called pdo2mqo. Now this is the mesh, not the (flat) development.
The development is also saved pretty much like a 3D mesh, with UV coordinates to map the bitmap to each vertex. This could also be converted to any poylgon modeler format, say Mqo for simplicity. Only thing i haven't worked out for this yet, is that the parts have offset coordinates, but that could be easily done.
Now the harder part is, that the tabs are not in the development as vertices, but each line has an option "Tab" or "No Tab". by manually changing these in the .pdo, i had tabs in the middle of parts.
Now this means, that the converting program would also have to generate the tabs, but that should be possible using some trigonometry.

So what would the benefit of all this be? I guess you could print at any size while maintaining thin and straight lines. The image quality, is still limited to the bitmap in the pdo. Or you could export the development, render that, and repaint it. The best way though, would probably be to export the development, and save it as a 3D mesh. That way you already have the UV coordinates in that. You can then switch the bitmap to whatever format you prefer, and your 3D modeller supports, and use any size you want:
=>smaller Bitmap for use in pepakura. Export development. Replace texture with HUEG image. Print.

For the Macfags: If you can write a program that draws lines, and can cut and stretch triangular portions of a bitmap, you could use the above method to convert any .pdo to an image you can print out.
>> Anonymous
>>28529
>>continued


Now I'm an amateur, as you can probably tell from the fact that i know only Delphi, and with that i already pushed my limits with the pdo2mqo program. I could greatly improve that, with the help of someone who knows more about it. So if somebody wants to work on this, i'll gladly help out.
>> Anonymous
great now use your programming skills to get to use the serial of this program
>> Anonymous
Seconded
>> Anonymous
Pepakura already exports to .eps, jsut pull that into illustrator or photoshop and rasterize at whatever resolution you want before texturing onto the development. It'll even include the current texturing so you've got a template to start from