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Published: 2013-08-12 05:15:50 +0000 UTC; Views: 17058; Favourites: 288; Downloads: 243
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Description
After doing a week of model reviews I realized that there's a lack of knowledge with regards to processing parts for edits in the PMD Editor. This tutorial should hopefully clear up some issues.Just want to also clarify something that Ani-chan said at the end about duplicate facials. PMD and MMD does not really know how to handle two facials with the same label. Usually, the facial will be broken until the duplicate is deleted.
And if for some reason you messed up, this tutorial might be of some help: fav.me/d6hrp7j
Petite Ani-Chan: *Digitrevx
(c) AniMiku.com
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Comments: 47
n00b-toshi [2017-05-29 00:16:11 +0000 UTC]
Can I delete the leg and arm bones from an item I want before importing it? Or should I just go ahead and merge them while importing?
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Trackdancer In reply to n00b-toshi [2017-05-29 02:10:51 +0000 UTC]
Best Practice: Only keep what you absolutely need for the export.
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n00b-toshi In reply to Trackdancer [2017-05-29 19:15:07 +0000 UTC]
I am starting to do that! ^^
It has helped a bunch.
Thanks!~
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Dewani90 [2016-10-30 10:02:30 +0000 UTC]
thanks a lot for this useful tutorial, now i can merge models no problem.
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Mizu--Kitsune [2016-06-13 16:56:55 +0000 UTC]
Can you tell me how to remove legs because I'm going to make mermaid model with tda model
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Trackdancer In reply to Mizu--Kitsune [2016-06-14 00:21:46 +0000 UTC]
Here's the basic procedure and I am writing this with the assumption that you know how to use the PMD/PMX Editor with a fair degree of competence as this kind of operation is not recommended for beginners:
1. Remove all physics associated with the legs
2. Remove all the leg bones*
3. Remove all parts of the mesh associated with the legs
* It is assumed that the mermaid's tail has it's own 'leg' bone structure.
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Dizzyd360 [2015-06-13 12:46:21 +0000 UTC]
Thank you so much for this tutorial now I know the correct way to create my model.
I love your stages by the way!They are awesome sauce!
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ufo123ism [2015-05-03 03:40:34 +0000 UTC]
Can you import facials? like lip (modules mouth doing the "a" vowel) and eye facials (blinking)? I saw it before..In some of the modules I used...They creator imported facials into the module from another module and I asked permission from the person I am asking to import facials from...She said it was fine..
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Trackdancer In reply to ufo123ism [2015-05-04 20:47:56 +0000 UTC]
Importing facials isn't recommended unless you really know what you're doing and have a good understanding of 3D modeling.
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StekinoMai [2014-03-22 18:14:38 +0000 UTC]
Wow , the words you're using in this tutorial O_O You sound like a pro , oh wait , you are a pro Thanks a lot for this <3 I keep on importing some extras that I didn't know they even existed xD I'm more cautious now ^^
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Trackdancer In reply to StekinoMai [2014-03-23 21:20:35 +0000 UTC]
An MMD model is like a car - the less junk it has on it the better it runs.
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StekinoMai In reply to Trackdancer [2014-03-24 04:37:04 +0000 UTC]
Hahah , yeah , nice one x3
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Petalofdreams [2013-08-13 08:51:37 +0000 UTC]
thank you SO much for this. You don't know how much this helped ; 3 ;
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Waltervd [2013-08-12 09:24:37 +0000 UTC]
and this is what i do with every model i make
it really helps >.>
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Trackdancer In reply to Waltervd [2013-08-12 11:20:12 +0000 UTC]
Only common sense. If you want to fit a new modular door to a house/room, you still need to trim it to fit. Same principle applies. There's no plug-n-play with real modeling.
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AzaSket [2013-08-12 07:41:46 +0000 UTC]
Thanks for showing this. Anyway, do you know the correct way to export a part from a model?
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Trackdancer In reply to AzaSket [2013-08-12 11:22:05 +0000 UTC]
Yes there are correct ways to do that, but I would be very reluctant to provide either a tutorial or info on how to do it given the way people savage models for parts which in principle I am against in many instances.
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KamaNoTenshi [2013-08-12 06:13:52 +0000 UTC]
It's surprising how dirty some parts end up being...I've also encountered a thing with 3DCG parts where everything is clean except all the facials from the full rip were left..It's important to also delete those before adding the part, otherwise it's a bear sifting through the edit's facials and deleting the fakies. e.e
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Trackdancer In reply to KamaNoTenshi [2013-08-12 11:18:46 +0000 UTC]
Actually, cleaning up facials is easier. But you have a point: clean it up before it becomes an issue.
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xxSoulsealerxx [2013-08-12 05:41:14 +0000 UTC]
Yes, when you try to merge two models or stuff. You need to make sure the one you are going to merge into your model are 'clean' without same physics for the same bone. It's best to check and make sure the stuff is clear of the same physics before merging it. :b
Also do note, joints also applied the same as physics in this case. :b
It can be a hell load of headache to clear them afterwards.
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Trackdancer In reply to xxSoulsealerxx [2013-08-12 05:54:19 +0000 UTC]
I hate cleaning orphaned joints - sometimes it ends up being a test of your mouse clicking skills - no fun ...
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xxSoulsealerxx In reply to Trackdancer [2013-08-12 06:17:24 +0000 UTC]
Of course it is. Xb
Still, you can use the 'Joint' tab at the PMD screen to your advantage. You can scroll down the list and check on them with the PMDView. It can highlight the joint you choose to red at the PMDView.
It can still be troublesome though. :b
Usually, I only did that after I clean up all the unused physics. That way when you clean the joint part, Joint list will be easier to see since they now become like this : ( - => - ) or ( - => X) with X is the name of a physics. Usually, those are joint that are now useless unless you somehow deleted the usable physic one. :b
Btw, you could delete a large group of joint in the list by holding shift and clicking them then just hit del. If you just want to trash all of them just hit ctrl + A then del.
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Trackdancer In reply to xxSoulsealerxx [2013-08-12 11:16:13 +0000 UTC]
Joints tab is covered in more details in the follow up tutorial.
Large group selection only possible with PMX models. PMD models still works on a row-by-row basis.
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xxSoulsealerxx In reply to Trackdancer [2013-08-12 11:40:46 +0000 UTC]
Oh, I see. Thanks. Xb
Well, is it possible to work in PMX then save it as PMD?
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Trackdancer In reply to xxSoulsealerxx [2013-08-12 16:15:04 +0000 UTC]
I tried that - it's a dodgy proposition converting back to PMD as the model may fail for some reason. But ... if you convert to PMX, why not just keep as PMX?
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xxSoulsealerxx In reply to Trackdancer [2013-08-13 00:34:22 +0000 UTC]
Ah, right. True. >_>
Well no way around it then unless they got some kind of plugin that can merge the same type of physics and joint.
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Trackdancer In reply to xxSoulsealerxx [2013-08-13 00:49:14 +0000 UTC]
I don't think it's possible to create a satisfactory plugin to merge bones and joints due to the function and nature of these entities.
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xxSoulsealerxx In reply to Trackdancer [2013-08-13 01:01:08 +0000 UTC]
Aye, guess there's no other option then. >_>"
It would take twice as much time if you only can delete it one by one.
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Trackdancer In reply to xxSoulsealerxx [2013-08-13 03:31:30 +0000 UTC]
Which is why an ounce of prevention is so important. I've lost count of the number of DA edits that I've simply deleted simply because they were not worth the effort to fix.
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xxSoulsealerxx In reply to Trackdancer [2013-08-13 03:56:12 +0000 UTC]
Well, it's quite normal since most people start off like that.
Sometimes the lack of knowledge and tutorials that are outdated may leave the new ones confuse or astray.
When I just started out on modelling. I had to surf tons and lot of tutorials and try to understand it.
Even with all the tutorial, I still manage to crash head first in a brick wall countless times.
Actually, I had made all the mistakes before that you mention. Been trying to fix it for months, didn't work out well but least I did manage to fixed most of them except the rigging pat. In the end, I just start of making a fresh new one. You know how 3DCG stuff can mess with you, if you don't know how to handle it. >_>
I would be nice if there is a manual or list that shows all the function of the tab and buttons in PMD/PMX.
I still didn't know half of them how they work until now. Most of the tutorial only showed the basic function of PMD/PMX.
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IpodShadow [2013-08-12 05:33:11 +0000 UTC]
I remember I used to do them the wrong way, the legs for models would end up twitchy. Scary, it was.
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Trackdancer In reply to IpodShadow [2013-08-12 05:55:17 +0000 UTC]
How many times have ruined hours of work by carelessly importing one junk part ... *groan*
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IpodShadow In reply to Trackdancer [2013-08-12 06:15:14 +0000 UTC]
So many hours...
Bad times, i tell you. D:
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Trackdancer In reply to IpodShadow [2013-08-12 11:17:13 +0000 UTC]
Yeah I just spent that many writing the next tutorial to this one and trying to clean up a real messed up project at the same time >< need sleep now ...
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BlakeJX [2013-08-12 05:26:46 +0000 UTC]
BRS boots.
Some actually have multiple sets of physics that are in 'stasis' and won't fall off.
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BlakeJX In reply to Waltervd [2013-08-12 12:56:59 +0000 UTC]
Physics that don't fall off even though it is not connected to a bone
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Trackdancer In reply to BlakeJX [2013-08-12 05:56:26 +0000 UTC]
I noticed that a lot recently, the physics in 'stasis' - don't recollect seeing them before. Maybe it's something to do with MMD 8.03?
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Trackdancer In reply to MadNimrod [2013-08-12 05:20:14 +0000 UTC]
Hope this helps. Going to do one on cleaning up the messes also - that's going to be harder to write as it's a pain.
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