HOME | DD

Tokami-Fuko — Converting XPS to MMD with bones

#convert #tutorial #mmddownloads
Published: 2016-03-22 06:54:42 +0000 UTC; Views: 52662; Favourites: 337; Downloads: 443
Redirect to original
Description Method 1: with using Blender 2.46b
Yeah, I still no have account on youtube
Videos onedrive.live.com/?id=6ACACDEE…
(just click for viewing)
Tools (you need only Blender 2.49b, Python 2.6 and Bonesbase for check bonenames) onedrive.live.com/?id=6ACACDEE…
Bones and facebones with facials sta.sh/222s86xe7lpz?edit=1

When you convert to pmd-format you must copy all bone names for correct work with motions data

ATTENTION: If you have Python Script Error
In general you need open model in XNAlara 11.5 and hight (good version ):
1) Modify->Save generic Item-> select save only visible and hidden unused bones
2) After save re-open saved xps.xps and clicly Modify-> Clean Armature
3) Re-open again and then save mesh.ascii
4) Retry convert with Blender - now must work

If still not converted, try use 3dsmax. Scripts for import XNAlara model and export to PMD (no need change parametres for good porting) sta.sh/222s86xe7lpz?edit=1

Other my tutors:
HOW TO ADD FACE BONES
 Face rigging in PMD Editor (part 1 - lower lips)
How to add facials in MMD---> www.deviantart.com/art/MMD-Tut…
Dark Souls 1 extract--> How to extract DS1 with bones
Skyrim extracting -> tokami-fuko.deviantart.com/art…
MMD to XPS --> tokami-fuko.deviantart.com/art…
TW3 fixing bones -> tokami-fuko.deviantart.com/art…

P.S. Solaire of Astora final here 
Related content
Comments: 206

soulSmith1 [2017-01-08 12:43:54 +0000 UTC]

Ill get XNA just so i can download everything lol

👍: 0 ⏩: 1

Tokami-Fuko In reply to soulSmith1 [2017-01-08 12:47:42 +0000 UTC]

Yup

👍: 0 ⏩: 0

lhbrjgjl In reply to ??? [2016-12-15 14:33:59 +0000 UTC]

Good work thanks

👍: 0 ⏩: 1

Tokami-Fuko In reply to lhbrjgjl [2016-12-15 16:10:30 +0000 UTC]

Welcome

👍: 0 ⏩: 0

ScarlettAckerman In reply to ??? [2016-11-22 16:05:29 +0000 UTC]

Hi, can you help me with a problem?
When I load an XNALARA model into blender, in the console appears: "Warning: removed zero sized bone: pelvis", and then I can't export it to MMD. How do I fix this, please?

👍: 0 ⏩: 1

Tokami-Fuko In reply to ScarlettAckerman [2016-11-22 16:14:48 +0000 UTC]

I already reply about bones error
Do in xps save as mesh + hidde unused bones, re-open in xnalara, make Clean armature, and re-open saved
Then save as mesh.ascii and convert with blender

👍: 0 ⏩: 1

ScarlettAckerman In reply to Tokami-Fuko [2016-11-22 18:24:58 +0000 UTC]

Okay, thanks a lot! It worked!  

👍: 0 ⏩: 1

Tokami-Fuko In reply to ScarlettAckerman [2016-11-22 19:08:24 +0000 UTC]

Welcome

👍: 0 ⏩: 0

CXD327 In reply to ??? [2016-11-05 18:40:47 +0000 UTC]

pmd plugin dont works : (

Phytom script error : check console

👍: 0 ⏩: 1

Tokami-Fuko In reply to CXD327 [2016-11-07 09:41:20 +0000 UTC]

Need install Python 2.6 on your comp
It's free from oficial Python page
If no work - I'll send you my python

👍: 0 ⏩: 1

CXD327 In reply to Tokami-Fuko [2016-11-07 12:51:39 +0000 UTC]

Oh... Thanks! xD

👍: 0 ⏩: 0

swordsman9 In reply to ??? [2016-11-03 02:37:53 +0000 UTC]

I've been trying desperately to add IK bones for the legs but cannot for the life of me get them right DX

👍: 0 ⏩: 1

Tokami-Fuko In reply to swordsman9 [2016-11-07 09:40:32 +0000 UTC]

Just rename legsbones on model and make Import-> Add PMD file with original MMD IK legs - they are will be replaced with right

👍: 0 ⏩: 0

NyaLinaa In reply to ??? [2016-10-26 19:22:56 +0000 UTC]

Hi
I would like to convert a XNA model, but the problem is that there is no mesh.asci in the folder, only an .xps and the textures. May you know how I can convert it to mesh first ? XNA does not work on my computer, so I'm directly using the mesh.asci on blender.
Here is the model, if it can help : marcelievsky.deviantart.com/ar…

👍: 0 ⏩: 1

Tokami-Fuko In reply to NyaLinaa [2016-10-27 15:11:26 +0000 UTC]

You just need instal Microsoft NET Frameworkand XNA Framework for work
So.. Now I not have much time, but if it still not work I'll try later

👍: 0 ⏩: 1

NyaLinaa In reply to Tokami-Fuko [2016-10-27 21:23:59 +0000 UTC]

Well, I'll try to install this soon ^^
Today I had another problem :S I used the mesh.ascii of this model bringess.deviantart.com/art/Bl… (looking for her outfit), but Blender said an error occurred and could not load it properly...
"Python script error"
Here the text of the console : sta.sh/0cbqt8nl0ji
Do you know why the mesh.ascii is not working ?

👍: 0 ⏩: 1

Tokami-Fuko In reply to NyaLinaa [2016-10-28 03:53:13 +0000 UTC]

Strange.. I check her and see  this bug..
In general you need clickly Modify_>Save generic Item_> select save only visible and hidden unused bones
After save re-open saved xps.xps and clicly Modify-> Clean Armature
Re-open again and then save mesh.ascii

Here are (used maxscript) -> sta.sh/01hocjvl90zj

👍: 0 ⏩: 0

CogetaCats In reply to ??? [2016-09-25 18:51:22 +0000 UTC]

Hello,
I wish to convert the characters xenoverse for MMD. for bones there is no problem.
but for the facial morph, I'm lost with the tuorial next ->
riveda1972.deviantart.com/art/…

can you help me, on my problem? i'm a beginner in this field and my english is bad :s
thanks  

👍: 0 ⏩: 1

Tokami-Fuko In reply to CogetaCats [2016-09-26 15:13:53 +0000 UTC]

So... If you try port humanoid character, they all no have facial bones in skyrim, need create facials in pmd as traditional methodic
I create face rigging fom my conversions like Lucien as weight drawing

👍: 0 ⏩: 1

CogetaCats In reply to Tokami-Fuko [2016-09-26 23:31:02 +0000 UTC]

:/ 

👍: 0 ⏩: 1

Tokami-Fuko In reply to CogetaCats [2016-09-27 11:56:32 +0000 UTC]

Can try rigg face if you need

👍: 0 ⏩: 1

CogetaCats In reply to Tokami-Fuko [2016-09-27 18:12:39 +0000 UTC]

yes, it would make me happy
if that does not bother you of course.

👍: 0 ⏩: 1

Tokami-Fuko In reply to CogetaCats [2016-09-27 18:48:02 +0000 UTC]

So, I'll back to home tomorrow or after tomorrow
What character you try convert?

👍: 0 ⏩: 1

CogetaCats In reply to Tokami-Fuko [2016-09-27 19:23:43 +0000 UTC]

thank you very much !!
there are other models, but for the rest I'll do it myself.
(it would make you too much work)
and that makes me extremely pleased that you agree to help me.
sorry for my english :s 

- mrunclebingo.deviantart.com/ar…
- mrunclebingo.deviantart.com/ar…
- mrunclebingo.deviantart.com/ar…
- mrunclebingo.deviantart.com/ar…

👍: 0 ⏩: 1

Tokami-Fuko In reply to CogetaCats [2016-09-27 22:11:07 +0000 UTC]

So... I'll try convert them, but not sure abour renaming bones - it need more time for me
And I not sure - dragon balls models not at all can be converted rightly - but will try

👍: 0 ⏩: 1

CogetaCats In reply to Tokami-Fuko [2016-09-27 22:13:48 +0000 UTC]

okay, no problem  
thanks again for the help.

👍: 0 ⏩: 0

MihoNosaka-MMD In reply to ??? [2016-08-26 07:30:54 +0000 UTC]

I have been going through a horrible problem trying to convert an XNALara model to MMD.
I cleaned the armature but now I have been going through a new problem.

KeyError: RuntimeError: maximum recursion depth exceeded in cmp

Please may comeone help me? I really want to make these models for MMD.

👍: 0 ⏩: 1

Tokami-Fuko In reply to MihoNosaka-MMD [2016-08-26 10:53:17 +0000 UTC]

May be u have limit of polygons? I see that error with modded dragons and Ryu fighter - they have a lot of bones and polygons
In some times can help converting as fragments (rip model to elements) or converting from 3dsmax
What model u try convert? May be I try help u

👍: 0 ⏩: 1

MihoNosaka-MMD In reply to Tokami-Fuko [2016-08-26 11:55:50 +0000 UTC]

www.deviantart.com/art/DBXV-Ya…

Yamcha from Dragonball Xenoverse.
I have decided to do a project to convert XNALara XV Models to MMD so that the Dragonball MMDC have more models to use.
Yamcha is my first male model I want to convert.

👍: 0 ⏩: 1

Tokami-Fuko In reply to MihoNosaka-MMD [2016-08-26 21:05:55 +0000 UTC]

I hate styles like this, but hope now it work (try open until0 pmd - it must work)
sta.sh/01k4lvh0bh7h

👍: 0 ⏩: 1

MihoNosaka-MMD In reply to Tokami-Fuko [2016-08-28 02:08:46 +0000 UTC]

He works!
How did you do it? 
I can't afford 3DSMax unfortunately.

👍: 0 ⏩: 1

Tokami-Fuko In reply to MihoNosaka-MMD [2016-08-28 12:28:27 +0000 UTC]

I have old pmd and xna import-export scripts, but they not at all work, example I can't convert with them some my models and some Skyrim models

👍: 0 ⏩: 0

MazdaTiger In reply to ??? [2016-07-14 10:40:32 +0000 UTC]

is there a OBJ or LWO to XPS?

👍: 0 ⏩: 1

Tokami-Fuko In reply to MazdaTiger [2016-07-14 12:51:15 +0000 UTC]

OBJ just need opening into MQO (Metasequoia LE - is free) and click save-> save as .x for open in PMD
This method is for mesh.ascii formats for rigged meshes

👍: 0 ⏩: 1

MazdaTiger In reply to Tokami-Fuko [2016-07-14 14:46:47 +0000 UTC]

It said I have to pay to ever convert anything

👍: 0 ⏩: 1

Tokami-Fuko In reply to MazdaTiger [2016-07-15 10:12:11 +0000 UTC]

What? 0_o"
What do u use for converting? I give freeware links in descript

👍: 0 ⏩: 1

MazdaTiger In reply to Tokami-Fuko [2016-07-15 10:18:56 +0000 UTC]

Metasequoia from the main site

👍: 0 ⏩: 1

Tokami-Fuko In reply to MazdaTiger [2016-07-15 10:34:22 +0000 UTC]

Use link for oldver (LE 3.0)

👍: 0 ⏩: 1

MazdaTiger In reply to Tokami-Fuko [2016-07-15 16:15:24 +0000 UTC]

so i managed to convert it to .x but when i load it to pmd, it said "file failed"

👍: 0 ⏩: 1

Tokami-Fuko In reply to MazdaTiger [2016-07-15 16:37:38 +0000 UTC]

Try re-download from this www.metaseq.net/metaseq/metase…

👍: 0 ⏩: 1

MazdaTiger In reply to Tokami-Fuko [2016-07-15 18:14:45 +0000 UTC]

still fail to load even in 3ds file

👍: 0 ⏩: 1

Tokami-Fuko In reply to MazdaTiger [2016-07-15 18:27:06 +0000 UTC]

Lol, what u try convert with that troubles? 0_o

👍: 0 ⏩: 1

MazdaTiger In reply to Tokami-Fuko [2016-07-15 18:44:23 +0000 UTC]

i have a lwo file & a 3ds file 

lwo file has waaaayyy too many polygons, i have to reduce it somehow and 
the 3ds file is unreadable

👍: 0 ⏩: 1

Tokami-Fuko In reply to MazdaTiger [2016-07-15 18:48:48 +0000 UTC]

Send me, I'll try use maxscript

👍: 0 ⏩: 1

MazdaTiger In reply to Tokami-Fuko [2016-07-15 19:24:42 +0000 UTC]

tagged "too much polygons"

👍: 0 ⏩: 0

JosephineWalter In reply to ??? [2016-07-01 01:02:40 +0000 UTC]

Works but my bones are clipping the shoulders,arms, legs and neck.

Might just have to do this the old fashion way.

👍: 0 ⏩: 1

Tokami-Fuko In reply to JosephineWalter [2016-07-01 09:00:45 +0000 UTC]

Just when you firstly open after convert you need reename bones before add other details
Lust open standart skeleton in other Editor and copy bones names

👍: 0 ⏩: 1

JosephineWalter In reply to Tokami-Fuko [2016-07-04 00:33:38 +0000 UTC]

Renaming bones will fix the clipping?

Sorry I have trouble following along in your video

I'll rename the bones using a standard rig in a different view got that part.

Do i need to fix the weights like you did in the video?

👍: 0 ⏩: 1

Tokami-Fuko In reply to JosephineWalter [2016-07-04 10:28:57 +0000 UTC]

Yes, see end of 2th video

So, some models have original troubles - what model you try convert?

Weight? No, only if original weight is troubles for you.
In wideo I use Weight Modifier only for checking weght of bones - just for deleting unused bones.

👍: 0 ⏩: 0

Alfheim-Yuuki638 In reply to ??? [2016-06-04 18:46:00 +0000 UTC]

When I export in Blender it says 'phython script error: check console.' I get keyerror: spine fix upper. do you think you can help me?

👍: 0 ⏩: 1


<= Prev | | Next =>