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Trackdancer — MMD Tutorial PMD to PMX Conversion by-nc-nd

Published: 2012-12-10 23:20:00 +0000 UTC; Views: 11429; Favourites: 95; Downloads: 144
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Description A simple introduction on converting PMD models to PMX standard. Also serves as a general overview of some of the materials handling controls available in the PMD Editor when in PMX editing mode.


In some instances the leg IK structures derp after the conversion. This is due to a failure with the PMD Editor failing to read a script that is required to correctly constrain the leg movements. There are two fixes:

1. For advanced users with a good understanding of Windows:

This is actually the simplest solution. To prevent the error from occurring in the first place, simply correct the  title/filename of the script file. It should read: "IK制限角.txt" and the only lines in the file are as follows (verbatim):

左ひざ,-180.0,-0.5,0.0,0.0,0.0,0.0
右ひざ,-180.0,-0.5,0.0,0.0,0.0,0.0

This file is located in the _data folder and usually the filename is garbage which is at the root cause of the problem.

2. The standard fix is here:

 
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Comments: 74

pikachus-da-best69 In reply to ??? [2012-12-26 19:31:52 +0000 UTC]

ok thanks for the help

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GM34 [2012-12-24 00:01:01 +0000 UTC]

Which is better? PMD or PMX ?
I can't edit PMX and have only heard about trouble with leg bones with the PMX models.

👍: 0 ⏩: 1

Trackdancer In reply to GM34 [2012-12-24 02:10:52 +0000 UTC]

You can edit PMX models using the PMD editor (I do).

Which is better? I have don't have the exact technical information on hand to answer that question definitively; but I do have, from working with both formats, the impression that the PMX format has an upper hand in some areas. Also, in some ways, PMX models are actually a little easier to work with once you get the models inside MMD.

Certainly, the PMX format allows for more information about the model to be held in the model's data file.

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GM34 In reply to Trackdancer [2012-12-24 11:38:15 +0000 UTC]

I have been using the PMD Slim

PMD 139 is in Japanese I think this opens PMX. Could holding more information about a model lead to I having more Lag when in use in MMD?

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Trackdancer In reply to GM34 [2012-12-24 12:11:00 +0000 UTC]

Could holding more information about a model lead to I having more Lag when in use in MMD?

Model efficiency is affected by:

1. the number of polygons a model has.
2. the size and number of texture files used.
3. the scope of transparencies used on the model.
4. rather more specific to MMD: the complexities of the physics computations needed by the model.

The size of the model file isn't such a big factor with a decent system. Most of it is just data which is only accessed when needed (but does need to reside in memory).

PMD 0.1.3.8 and up will open/save PMX files.

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GM34 In reply to Trackdancer [2012-12-24 12:39:58 +0000 UTC]

Noted!
I have 1 model (base)that operates @
26fps when set to 30. She is the workhorse to the timing of motion to sound. Similar (base) models operate
down to 14fps.

Got PMD 139 running now

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Trackdancer In reply to GM34 [2012-12-24 13:00:00 +0000 UTC]

30 fps should be fine for most applications. I do believe that YouTube only supports 30 fps max., though I might be corrected on this point.

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zx2011 In reply to ??? [2012-12-21 11:11:35 +0000 UTC]

QAQ why I didn't see this? ||OTL

Faved for future study

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Trackdancer In reply to zx2011 [2012-12-21 12:43:29 +0000 UTC]

Thanks for the comment.

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larkal In reply to ??? [2012-12-11 23:38:43 +0000 UTC]

Where do you get the PMX editor? When I try looking for it I just get the PMD editor.

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Trackdancer In reply to larkal [2012-12-11 23:58:27 +0000 UTC]

The PMD editor is also the PMX editor. It's the same program.

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Kas97 In reply to Trackdancer [2012-12-13 15:20:39 +0000 UTC]

Actually, there's a standalone version of PMXEditor. From what I can say, it supports PMX format fully (compatible with PMX format version 2.1), with many external features for specially editing PMX models. It only works on 64bit versions of Windows, unfortunately; the explanation given was only 64bit OSs can ensure the requirement for modifying PMX models. There's also a 32bit version, but the author said it's just a test a might not function properly like the 64bit version.

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Trackdancer In reply to Kas97 [2012-12-13 17:26:58 +0000 UTC]

Thank you for the information - good reference

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larkal In reply to Trackdancer [2012-12-12 05:10:48 +0000 UTC]

Ok, I was looking for the wrong thing, thank you for this and other things I've asked for your help on.

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Trackdancer In reply to larkal [2012-12-12 05:27:14 +0000 UTC]

YW

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larkal In reply to Trackdancer [2012-12-12 23:15:47 +0000 UTC]

But I've run into something weird, when I converted the Neru model like the tutorial says, I tested it with a motion I made from the sample files that come with MMD and the joints started bending in weird ways, is the same thing true for you or did I mess up somewhere?

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Trackdancer In reply to larkal [2012-12-12 23:34:13 +0000 UTC]

Mine version is fine - you didn't mess up; it's a glitch that sometimes happens with this type of conversion, most likely caused by the version of PMD you're using.

There is a fix for this. There's a tutorial on fixing the IK bones for converted PMX models somewhere here on DA. If you can locate it, it'll tell you to go around fixing this. My usual link reference is down at the moment so I can't give you the link, so unfortunately you will have to find it yourself.

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larkal In reply to Trackdancer [2012-12-13 03:28:07 +0000 UTC]

Thank you for your help again, maybe for your next tutorial you can explain about sph files, what they do, and how to make them. Because I've seen them in the files for models and accessories and I'm sure I'm not the only one that wonders about them.

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Trackdancer In reply to larkal [2012-12-13 03:50:01 +0000 UTC]

Yeah, I was thinking about making a tutorial on sphere maps especially since the ones available are ... hmmmm, how should I say this ... "not accurate".

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animeartist8315 In reply to ??? [2012-12-11 16:34:25 +0000 UTC]

I'm new to all of this, so would you be so kind to tell me, what does PMD and PMX stand for?

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Trackdancer In reply to animeartist8315 [2012-12-11 19:25:40 +0000 UTC]

PMD: Polygon Model Data
PMX: Polygon Model eXtend

Both of these are model file formats unique to the MMD (Miku Miku Dance) program. PMX is the later format and allows for more complex data structures to be stored.

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Kas97 In reply to ??? [2012-12-11 00:44:59 +0000 UTC]

Thank you for the tutorial, it's very useful, as usual! I like how you always make everything easy to understand.
Oh, and the field you marked F, it says "Memo" in Katakana, so it's probably a Japanese phonetical transcription of a foreign word. I'm not sure what it actually is, but I doubt it has anything to do with MME.
/whispers/ By the way, do you happen to know how to make a expression in which we toggle a part by fading it?

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Trackdancer In reply to Kas97 [2012-12-11 01:16:50 +0000 UTC]

I'm not sure what F is for; but it does makes sense if it is a memo field given the controls available to that box. There is a way to auto-load MME effects, just haven't figure out how to do it yet.

Expressions - fading per se isn't possible as there's no mechanism (that I know of) in the coding that allows for this.

You have to options:

1/. Withdrawl the expression into the head. This is the most common method.
2/. Shrink it to a single pixel - this can sort of fake a fade, but won't stand up to close scrutiny.

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