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Togekisspika35 — Rip TF2 Models to go to MMD Tutorial

Published: 2013-04-20 20:12:38 +0000 UTC; Views: 7957; Favourites: 55; Downloads: 61
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Description EDIT: Since SteamPipe changed the location of the models for TF2, it is renamed to "tf2_misc_dir.vpk" which is located at "Steam/steamapps/common/team fortress 2"

EDIT2: Use Crowbar instead of the MDLDecomplier listed in the tutorial, it's up to date.
steamcommunity.com/groups/Crow…

Maybe I might redo this whole tutorial to make it up to date.

EDIT3: Hey, I finally updated this. Updated on March 3, 2015. Also this is really big, so download the image to view full size.
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AKA the MDL to MMD tutorial.
This should work on any Source game.
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Links

Crowbar:
steamcommunity.com/groups/Crow…

Blender
www.blender.org/download

Blender MQO/PMD/PMX Import/Export Plugin (Not exactly where I downloaded it, but I don't remember where I originally got it)
pypi.python.org/pypi/pymeshio/

SMD Tools
steamreview.org/BlenderSourceT…

GCFScape
nemesis.thewavelength.net/inde…

Photoshop VTF Plugin
nemesis.thewavelength.net/inde…

Paint.NET VTF Plugin
nemesis.thewavelength.net/inde…

GIMP VTF Plugin
www.therazzerapp.com/tools/vme…
Related content
Comments: 77

Togekisspika35 In reply to ??? [2018-06-29 17:31:28 +0000 UTC]

Did you actually select the model? Sometimes it only selects like parts of it.

👍: 0 ⏩: 1

fahmi4869 In reply to Togekisspika35 [2018-06-30 06:07:23 +0000 UTC]

My problem is actually already done, except one thing: There's no facial rig. I guess I need to rig it myself

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kokonasa [2018-04-25 20:39:58 +0000 UTC]

what does tf refer to ??

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Xezzari In reply to kokonasa [2018-06-27 02:33:36 +0000 UTC]

Pretty sure it's Team Fortress, the game.

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Paper-Jammed-Pixel [2018-04-21 19:43:44 +0000 UTC]

Oh, question! You know how you can use the face poser in Gmod and adjust their mouths and eyebrows and things like that? Is there any way I can port those over to MMD as well? Like as morphs or something? Or am I stuck just creating my own morphs? Thanks in advance :3

👍: 0 ⏩: 1

Togekisspika35 In reply to Paper-Jammed-Pixel [2018-04-22 15:19:28 +0000 UTC]

Hypothetically speaking you can: on the right side go to the icon that's a triangle with circles on the points called Data. There's a tab called Shape Keys and it should have similar names to the face poser movements.

The problem is that I haven't had much luck for them to convert. I think this is just something Blender related and I haven't figured out how to make them convert.

👍: 0 ⏩: 1

Paper-Jammed-Pixel In reply to Togekisspika35 [2018-04-24 23:38:44 +0000 UTC]

Interesting, mine comes up blank when importing them into blender... And I know that they come with face poser sliders...

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gintokiftw [2018-02-25 05:20:21 +0000 UTC]

Stupid question but what do you mean by renaming the bones and how?

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Togekisspika35 In reply to gintokiftw [2018-02-25 18:52:14 +0000 UTC]

It's exactly what it sounds like. Because for the model to be motion data compatible, the bones need to be renamed into their names in Japanese.

To rename them, it's about as easy as going to the bone tab (5th tab from the left) and then put its Japanese name in, ie the bone that looks like it controls the left arm should be "左腕". Best way to find out what is the Japanese name is to load up another model and use that as a reference.

👍: 0 ⏩: 0

DistortingReality [2018-01-23 18:46:12 +0000 UTC]

Hey dude! Quick question:
When I try to convert to .pmx I get an error and it won't let me export it. Furthermore, I can't convert to .pmd as I'm using a different MMD tool than you. I tried downloading Pymeshio but I'm not sure where to install it/what folders to put in the addons for Blender. If I could convert to .pmd it may solve my problem. Know where to put pymeshio? Thanks ^^
P.S: For models like Scout, do the face posing shape keys stay so I can use them?

👍: 0 ⏩: 1

Togekisspika35 In reply to DistortingReality [2018-01-23 23:43:50 +0000 UTC]

The older versions of pymeshio involved extracting the "blender26-meshio" folder to "Blender\[version number here]\scripts\addons" and then placing the actual "pymeshio" folder inside the "blender26-meshio" folder. Then navigating through the windows of blender via File>User Preferences and checking the pmd and pmx import export. Needless to say, this plugin is an ass to install.

However the newer version 3.0.1 that came out very recently apparently install much like how to install the smd tools. Which basically have the unzipped file sitting somewhere, then File>User Preferences>Install Add-On from File...

As for face posing, I don't really know much about them. On the right side in the Data tab (icon with a triangle that has circles around the ends), there is a tab called Shape Keys. Hypothetically speaking, the shape keys should convert, but I haven't had much success personally.

👍: 0 ⏩: 1

DistortingReality In reply to Togekisspika35 [2018-01-26 22:23:37 +0000 UTC]

Thanks, dude! I'll try it when I next get chance

👍: 0 ⏩: 0

AzakiShimo [2018-01-13 07:01:07 +0000 UTC]

I need help, When i follow the steps, and open Blender and go to file then import, i cant seem to find "source Engine" please help?

👍: 0 ⏩: 1

Togekisspika35 In reply to AzakiShimo [2018-01-13 07:12:16 +0000 UTC]

Did you actually install the plugin? Don't unzip the plugin.

This has instructions for installing:
developer.valvesoftware.com/wi…

👍: 0 ⏩: 2

AzakiShimo In reply to Togekisspika35 [2018-01-13 20:12:45 +0000 UTC]

I have one more question, uhmm when doing the instrution like exporting the model to PMD/PMX editor i was having diffuclty with the textures for the eyes, like it keeps coming out with these see through eyes, like you can see through the texture even when its put on it..
I put this texture in...
 but idk about this one...
 
so if i only put the circle texture of the eye it came out like this...
 
help plz?

👍: 0 ⏩: 1

Togekisspika35 In reply to AzakiShimo [2018-01-13 20:44:16 +0000 UTC]

Try putting a black background below the layer, since what appears to be the pupil is supposed to be black. The ambient occlusion is the shading, so just put that the highest layer and use multiply.

👍: 0 ⏩: 1

AzakiShimo In reply to Togekisspika35 [2018-01-13 23:13:22 +0000 UTC]

Oh boi, I’m trying but is there a video for this? 
I cant seem to find any videos on YouTube  

👍: 0 ⏩: 1

Togekisspika35 In reply to AzakiShimo [2018-01-14 03:36:30 +0000 UTC]

I doubt there is a video, but any image editing program that supports layers and layer blending (Photoshop, SAI, etc) should work.

👍: 0 ⏩: 2

AzakiShimo In reply to Togekisspika35 [2018-01-14 06:51:21 +0000 UTC]

I’m sorry for bothering you again, but can you help me with an issue of a model that has no bones? Because I did come across and noticed that my model doesn’t have bones in his body, and it makes me feel nervous~ 
can you help me again, please? <:3

👍: 0 ⏩: 1

Togekisspika35 In reply to AzakiShimo [2018-01-14 15:58:48 +0000 UTC]

Make sure when in Blender that everything is selected. Try shift-right clicking on the bones and the mesh.

👍: 0 ⏩: 1

AzakiShimo In reply to Togekisspika35 [2018-01-14 19:02:37 +0000 UTC]

Ok thank you, uhmm... there was an issue when I applied the model in first, I did find out the nothingskeleton.pmd just disappeared, like if I applied the mask on it just disappeared the elbow, and all fingers bones on the PMD editor~
when I open the PMD editor and put everything up, then go to bone tab then edit, was I suppose to merge the same bones? Or just leave it? 
Because if I merge it, the finger bones just disappeared and I think some other bones as well

👍: 0 ⏩: 1

Togekisspika35 In reply to AzakiShimo [2018-01-14 19:05:52 +0000 UTC]

You don't want to merge them. If the merge window pops up, you might wanna make sure the bones all have unique names for it to not merge.

👍: 0 ⏩: 1

AzakiShimo In reply to Togekisspika35 [2018-01-18 16:57:57 +0000 UTC]

Thank you so much for the help! ^_^

👍: 0 ⏩: 0

AzakiShimo In reply to Togekisspika35 [2018-01-14 05:23:28 +0000 UTC]

Okbthank uou so much again~ ^_^

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AzakiShimo In reply to Togekisspika35 [2018-01-13 17:19:40 +0000 UTC]

Oooooohhhhh ok thank you so much, it helped! ^_^

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HardSonicStorm [2017-02-14 21:15:44 +0000 UTC]

Thanks for the tutorial ! Should work fine with the SFM models ! One question... Can we add the bodygroups and sliders ? For example

Slider: "hide eyelids" "open mouth" ( for the sonic model for exemple )
Bodygroups: "remove mario cap" ( again, for example ) 

I hope you can reply me :3  

👍: 0 ⏩: 1

Togekisspika35 In reply to HardSonicStorm [2017-02-15 22:22:52 +0000 UTC]

I'm not sure if sliders can transfer over, but I think body groups can. Can't really give examples since I don't really have anything installed right now.

👍: 0 ⏩: 1

HardSonicStorm In reply to Togekisspika35 [2017-02-19 06:37:15 +0000 UTC]

Well, I'll try, thanks for your help :3

👍: 0 ⏩: 0

Cameko-MMD [2016-06-19 04:35:49 +0000 UTC]

What im trying to do is vice versa, shit.

👍: 0 ⏩: 0

lily-swan [2016-05-16 03:07:17 +0000 UTC]

Hey, 2 questions:
how do you rig them so they are compatible for motion data? 
and i've been trying so hard to port hwm version of scout to mmd and i get the big model in pmd and its white and only the bones are showing 

👍: 0 ⏩: 1

Togekisspika35 In reply to lily-swan [2016-05-16 03:11:16 +0000 UTC]

They're already rigged, you just have to rename the bones.

As for why they are white, you have to get the textures. Find the .vtf associated with the model, open it in your preferred image editing program (one that can open .vtfs of course) and convert to a png or something.

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andyhulk03 [2015-12-14 22:34:46 +0000 UTC]

Question is, How do i add IK Bones to it?

👍: 0 ⏩: 1

Togekisspika35 In reply to andyhulk03 [2015-12-14 22:38:05 +0000 UTC]

Well what I just do is I name the bones to the ones that are relevant to the IK.

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JaredzillaQuendo [2015-12-01 01:55:09 +0000 UTC]

greetings friend, I have an error with a model, I get an error that is not exported the model, and not because I expect you to help me with this problem. I wait your answer.
sta.sh/0pc4efg6owd

👍: 0 ⏩: 1

Togekisspika35 In reply to JaredzillaQuendo [2015-12-01 01:59:40 +0000 UTC]

Exactly when do you get the error? Is it importing/exporting? What did you do?

👍: 0 ⏩: 1

JaredzillaQuendo In reply to Togekisspika35 [2015-12-01 03:23:57 +0000 UTC]

export the model

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Togekisspika35 In reply to JaredzillaQuendo [2015-12-01 23:50:35 +0000 UTC]

Have you tried either exporting each part individually? Or used a different format (i.e, PMD instead of PMX)?

👍: 0 ⏩: 1

JaredzillaQuendo In reply to Togekisspika35 [2015-12-02 00:34:02 +0000 UTC]

PMX try, but I get the same error, and use it in another format ....... I have rigger laziness of the model.

👍: 0 ⏩: 0

andyhulk03 [2015-11-21 23:37:56 +0000 UTC]

Where did you get the english PMX/PMD Editor?

👍: 0 ⏩: 1

Togekisspika35 In reply to andyhulk03 [2015-11-21 23:40:23 +0000 UTC]

fav.me/d8yr374

👍: 0 ⏩: 1

andyhulk03 In reply to Togekisspika35 [2015-11-21 23:46:33 +0000 UTC]

nvm, i found it myself.

Thanks anyways! 

👍: 0 ⏩: 0

MaiteRitsuki [2015-06-12 10:19:20 +0000 UTC]

Programs have to download to export models to format pmx/pmd?

👍: 0 ⏩: 0

pixeldotts [2015-03-08 01:56:44 +0000 UTC]

I followed every step shown, but I'm still having an issue; whenever I try to export the .smd files as .pmx files, an error comes up saying "nonetype object has no attribute mmd_type." Any solutions?

👍: 0 ⏩: 1

Togekisspika35 In reply to pixeldotts [2015-03-08 01:59:44 +0000 UTC]

Have you tried to exporting it as a .pmd?

👍: 0 ⏩: 2

videogameguy21 In reply to Togekisspika35 [2017-09-26 18:31:19 +0000 UTC]

Hi! I'm basically having the same problem (only I'm trying to export .xps files instead of .smd), but Blender doesn't show an option to export to .pmd. Only .pmx.

👍: 0 ⏩: 1

Togekisspika35 In reply to videogameguy21 [2017-09-26 22:26:13 +0000 UTC]

You could try using MMD tools, but I've never used it.

The plugin I listed in the description should've had a pmd export option, I don't know why it's not working.

👍: 0 ⏩: 1

videogameguy21 In reply to Togekisspika35 [2017-09-27 00:22:59 +0000 UTC]

I figured out how to export the model now

👍: 0 ⏩: 0

pixeldotts In reply to Togekisspika35 [2015-03-08 02:50:55 +0000 UTC]

It worked, thanks a ton!

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IloveHersheysSoMuch [2014-08-12 08:55:57 +0000 UTC]

One problem:
When I try to extract the MDL file with MDLDecomplier, it says "unable to load vertex data"...what do i do?

👍: 0 ⏩: 1

Togekisspika35 In reply to IloveHersheysSoMuch [2014-08-13 00:13:55 +0000 UTC]

I've never encountered this problem before so I can't really help you.

Have you tried using the different versions of MDLDecomplier?

👍: 0 ⏩: 1


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