let me first clarify the terminology:
- Ndof/NDOF means "N Degrees of Freedom", which explains what our device can do. In the current state of things, we control 5 degrees of freedom in Blender with the SN (move L/R, F/B, U/D, spin and tilt (no roll)). The SN is able to control 6 DOF.
- A "Build" is basically an executable. Blender is written in the C language, developers compile ("build") the C sources and produce a "build". When a build is tested and deemed stable, it can be labeled with a official version number and released. In our case, Blender-NDOF didn't receive sufficient testing so far, so it doesn't have a version number yet.
Now, your folder structure seems ok. I just re-tried the whole process and it worked for me. Bear with me in this step-by-step explanation:
1. My PPC machine (dual G5 10.4.11) has python 2.3 so I downloaded this build:
http://mirror.blenderbuilds.com/macosx/ ... 3_NDOF.dmg
You have python 2.5, so you should download this one instead:
http://mirror.blenderbuilds.com/macosx/ ... 2_NDOF.dmg
2. create folder "Blender-NDOF" anywhere you want, e.g. on your desktop
3. open the dmg, copy content into the Blender-NDOF folder
4. I downloaded the plugin:
http://mirror.blenderbuilds.com/plugins ... MacOSX.zip
5. unzip, and navigate to the ppc folder. Find the file "3DxNdofBlender.plug" and copy it into "Blender-NDOF/plugins".
6. plug in the device.
7. launch blender.app - you should see a splash screen flashing on your screen soon after you double-click. The console should display something like:
Compiled with Python version 2.3.5.
Checking for installed Python... got it!
8. the device should work right away with the default cube/default view you see at startup.
The only thing I don't see is the "xxxx client" line in your console output.
I am not sure if this will help you but it's a first step. Sorry about the lack of Mac documentation... I know we should fix this situation at some point. Let me know how it goes.