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Published: 2014-10-12 22:11:40 +0000 UTC; Views: 26414; Favourites: 129; Downloads: 208
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UPDATE August 2015: You might find it useful to use my blender setup I have here www.mediafire.com/download/3hj…It has the two blender scripts already installed. You might still have to have python installed. Also you might have to right-click on the file and then choose properties. Unblock then apply before extracting the file.
You will have to enable scripts in user preferences.
It has been about a year so I thought I'd address some issues that others have had when trying to use my tutorials. These problems mostly deal with importing and exporting.
I've managed to successfully use up to blender version 2.69 with the scripts. Blender 2.7 and above seem to give errors with importing and exporting.
If you are having problems with pymeshio, then there is another script you can use. Head on over to onedrive.live.com/?cid=CE4C74E… and download mmd_script_263. I use that script mostly now for importing and seems to work well. Still use pymeshio to export, however.
Sometimes a script won't work because its original archive has been blocked by windows. To fix this, right-click on the archive(rar or zip). On the General tab you may see Security and Unblock towards the bottom. Choose to unblock. This tells windows that the archive is trusted and allows its scripting functionality to be extracted intact.
If the model is in pmx format, then try to import and export with pmx. The reason is that some pmx models have vertices with weights attached to three or more bones. Pmd can only do two.
Lastly is an issue I've encountered many times. You import a model and spend hours on it. When you go to export it then you get an error or the model no longer has any bones. Terribly frustrating. What I do now is first I import the model. Delete loose vertices and remove doubles like I mentioned in a previous tutorial. Then I export it to make sure that it works without issue.
Hope these tips help those who may be having trouble. Good luck.
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Comments: 67
lehoangtuan62 [2015-01-16 17:35:45 +0000 UTC]
i have a problem with the texture, when i done maping the texture on to my model then export it, then i open it with pmd/pmx editor, it just show up as white
how can i fix this?
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bobbeebs In reply to lehoangtuan62 [2015-01-16 18:38:45 +0000 UTC]
If it is a body part that you are importing into blender then exporting and replacing in pmxeditor then check to make sure all the texture settings are the same for the new part as the old part. Open new and original model in pmdeditor, go to the texture tab and select the part you are working on. Make sure all the settings of the new part is the same as the old. You can sometimes get a white texture if the texture file is in another directory and the filestructure is not typed in correctly in pmdeditor. Put the new texture file in the same directory as the pmd/pmx model file.
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lehoangtuan62 In reply to bobbeebs [2015-01-17 04:52:02 +0000 UTC]
actually it's jacket, and it doesn't have any texture yet, i've map the texture in blender then export it (yes i did put the texture in the same folder) but it only show up in dark green when i open it with pmx editor
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bobbeebs In reply to lehoangtuan62 [2015-01-18 18:02:29 +0000 UTC]
Make sure the UV map is set right in blender.
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lehoangtuan62 In reply to bobbeebs [2015-01-19 10:51:56 +0000 UTC]
ok some how i got it working, thanks alot for the help
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Hogarth-MMD In reply to ??? [2014-11-23 01:34:20 +0000 UTC]
I haven't tested this thoroughly, but I think it's possible to display a sphere map image texture in Blender by choosing Normal as the mapping co-ordinates and Add as the blend mode, and to display a toon image texture in Blender by choosing Reflection as the mapping co-ordinates, and Multiply as the blend mode.
The Blender manual pages about these settings:
wiki.blender.org/index.php/Doc…
wiki.blender.org/index.php/Doc…
wiki.blender.org/index.php/Doc…
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Hogarth-MMD [2014-11-20 01:27:13 +0000 UTC]
In a .pmd or pmx model, it is common for more than 1 bone to have the same parent bone. That situation, however, confuses Pymeshio. Pymeshio does not correctly export a bone which has more than 1 child bone. Therefore Pymeshio does not correctly export a model which has a mother bone. The resulting bone errors can be corrected manually in PMD editor.
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bobbeebs In reply to Hogarth-MMD [2014-11-25 12:18:05 +0000 UTC]
Wowzers!!
Sadly, pymeshio is no longer being developed so we have to use it with all its flaws. MMD blender tools is good as well. But it can also give errors.
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Hogarth-MMD In reply to bobbeebs [2014-11-25 21:17:10 +0000 UTC]
"so we have to use it with all its flaws." Another possibility is learning Python and doing our own debugging:
The Python Book of Magic, 26-page short introduction to Blender Python:
www.dropbox.com/s/8m6khiyve40f…
The Blender Python API
www.blender.org/api/blender_py…
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Hogarth-MMD In reply to ??? [2014-11-20 01:20:20 +0000 UTC]
Thanks for all of your very helpful Pymeshio tutorials, by the way, Bob! You do also know
about the MMD tools Blender add-on by sugiany, don't you?
github.com/sugiany/blender_mmd…
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Hogarth-MMD In reply to ??? [2014-11-20 01:16:20 +0000 UTC]
Pymeshio 2.7.8 has 2 major bugs which prevent shape keys from exporting correctly from Blender:
1. If you create a shape key/morph/facial for your model in Blender, it will not export correctly with Pymeshio. The shape key type of the exported shape key will be 0. There is no facial type 0 for a pmd or pmx model. The allowed types are 1,2,3,4. After exporting your model, you can correct the categories of these shape keys/facials using the English or Japanese version of PMD editor.
2. In a model which has been imported into Blender by Pymeshio, a vertex group called _MMD_SHAPE stores a list of the vertices which can be moved by shape keys/morphs/facials after you have exported the model. (Any vertices of the exported model which are not in this vertex group cannot by moved by any MMD morph.) As far as I can tell, all that you need to do is delete this vertex group ( _MMD_SHAPE ) before you export your model. Pymeshio will create a new and correct group of morphable vertices for your exported model.
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Hogarth-MMD In reply to ??? [2014-11-19 23:58:47 +0000 UTC]
A few notes about Blender materials using Pymeshio 2.7.8:
1. Blender materials have no ambient color. The author of Pymeshio has decided to store the ambient colour information of an imported model in the mirror color. So if you want to edit your model's ambient color in Blender before exporting it, you do that by editing the mirror color.
2. Blender materials have no edge flags. In MMD the edge flag determines whether or not a black cartoon line will be drawn around a material. The author of Pymeshio has decided to store the "edge flag enabled or disabled" information in the Blender "SSS enabled or disabled" checkbox.
3. Blender materials have no toon textures. Pymeshio pmd or pmx importer creates a
tiny mesh object called ToonTextures which has a material called ToonTextures which has 10 image textures called toon01.bmp, toon02.bmp etc.
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Hogarth-MMD [2014-11-19 23:38:38 +0000 UTC]
In some cases Pymeshio gives an error message, when you import a model, because the model itself has errors. In some cases a model has errors after being exported by Pymeshio, because of Pymeshio bugs. Here is some helpful information about how to diagnose .pmd and .pmx model errors using PMD editor:
PMX Error Finder! by kochmann799
kochmann799.deviantart.com/art…
Help me by Kisekea
kisekea.deviantart.com/art/Hel…
Translate Japanese to English:
www.excite.co.jp/world/english…
OR
translate.google.com/
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Hogarth-MMD [2014-11-13 19:16:54 +0000 UTC]
Adding support for .fx files (same as MME effects .fx files) in Blender is a feature request:
blenderartists.org/forum/showt…
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