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Booth model to MMD

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  • SleepyPeachyS Offline
    SleepyPeachyS Offline
    SleepyPeachy
    wrote on last edited by
    #1

    Would anyone have any tips on converting a booth model to make it work in MMD? I know you can convert vroid models pretty easily but your usual booth model I haven't found many tutorials for.... 😞

    Any tips would work but I'm specifically interested in those for the model Liloumois

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    • eironE Offline
      eironE Offline
      eiron
      Grunt
      wrote on last edited by eiron
      #2

      first you need unity version 2020.3.0f1
      once you have it open, add these three unity files to the project
      https://workupload.com/archive/uhjBnkyxYY
      PB2DB converts physbones to dynamic bones as the exporter doesn't recognize them.
      anyway once you have those three added you can add a model to the project,
      and then use the pmx export to put the model into A pose then you can rename facial morphs so that mmd will recognize them, after that you can save the model. it's fairly easy to do a quick conversion.
      However there are times when the physics are so bad they need to be scrapped in pmxEditor.
      Also if there are too many morphs you'll gave to delete some otherwise mmd will crash.

      you can use the blender plugin mmdtools but i think it is inferior because it doesn't rename the bones, so the model wont work with motions if the bones are not named correctly.
      I have the proper documentation somewhere on how to convert vrc model, i'll have a look and see if i can find it.

      here instructions on how to convert models https://workupload.com/file/gp4afjTkRr6

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      • eironE Offline
        eironE Offline
        eiron
        Grunt
        wrote on last edited by
        #3

        @SleepyPeachy @'ing you just incase you missed it

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        • SleepyPeachyS Offline
          SleepyPeachyS Offline
          SleepyPeachy
          wrote on last edited by
          #4

          Oh thank you so much! i'll be looking into this!

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          • Marce18M Offline
            Marce18M Offline
            Marce18
            wrote on last edited by
            #5

            Hello, when converting to pmx this happens but not with all models, any solution to this problem? if there is a tutorial much better https://imgur.com/a/tsifFB3

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            • eironE Offline
              eironE Offline
              eiron
              Grunt
              wrote on last edited by
              #6

              @Marce18 All morphs/blendshapes get set to 0 when converted to pmx, there's likely a morph to toggle on/off the heel to fit the shoe properly but you can only keep it set by registering the morph once in mmd

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              • Marce18M Offline
                Marce18M Offline
                Marce18
                wrote on last edited by
                #7

                oh, anyway it wasn't exactly for use in mikumikudance but it was more for sizebox so isn't there a way to register it in pmxeditor? thank you

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                • eironE Offline
                  eironE Offline
                  eiron
                  Grunt
                  wrote on last edited by eiron
                  #8

                  @Marce18 don't know how to register morphs in pmxe or even if you can. there was once a reverse morph plugin for pmxe on bowlroll but i can't seem to find it.
                  found it: https://bowlroll.net/file/195157

                  quick tutorial if you were unsure:
                  open up your model in pmxe, go to Edit > Run DLL
                  alt text

                  Drag and drop the dll in the dll box and then hit the button in the bottom right
                  alt text

                  Select (highlighted) the morph you want to reverse, hit the big button at the bottom and bob's you're uncle, desever hprom
                  alt text

                  Don't forget to save you're model afterwards of course =P

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                  • Marce18M Offline
                    Marce18M Offline
                    Marce18
                    wrote on last edited by
                    #9

                    Let's try it then haha, thank you very much, anything I can confirm if the result turned out well or there were problems ❤

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                    • eironE eiron referenced this topic on
                    • Marce18M Offline
                      Marce18M Offline
                      Marce18
                      wrote on last edited by
                      #10

                      hello @eiron Do you know if dynamic bone and PmxExporter have new versions available? thank you so much

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                      • eironE Offline
                        eironE Offline
                        eiron
                        Grunt
                        wrote on last edited by
                        #11

                        what i uploaded in my first post in this thread is the most up to date that i have.
                        Are you having trouble converting something?
                        If it's a physics related issue. more often than not I get rid of the physics from an exported model.
                        I think the vrc physics settings are different to pmx. so often the physics will come out really really twitchy and sometimes entire models collapsing or exploding into mess off distorted meshes. Sometimes it might be okay, but not as good as the vrc physics (whether dynamic of physbone).
                        What you can do if a model also comes with a .vrm file use this converter https://workupload.com/file/BjP3CzCHERE
                        and then copy the physics from that and add it to the unity exported one (as the unity will one will be a higher quality model).
                        you can do so by selecting all the rigid bodies and joints in PMXE and saving them as .csv files ( have to do both separately)
                        and then make sure you load the rigid bodies back in first than the joints.
                        Another thing i do is is find a similar sized model and copy the breast physics from that. usually have to copy some bones too as they might be dependent on that and then tweak the rigid bodies till they bounce just the right amount
                        These aren't particularly goods way to do it, but as i don't know enough about unity or mmd physics to do things correctly, it's what i came up with to get by.
                        I generally avoid skirts or long hair as the physics for them never work for me when exporting and often just find them flopping about and clipping just distracting.
                        Though i did kinda skip over the physics section of the converter readme (posted in earlier post in this thread)

                        an excerpt from the readme:

                        Post-processing
                        The PMX file can be loaded into MMD as is but the physics can be anywhere from acceptable to terrible. You'll have to spend some time in PMXEditor or Blender to clean things up. Below are some common post-processing tasks.

                        Check for overlapping rigid bodies
                        Dynamic Bone colliders generate bone tracking rigid bodies that are too big and often intersect with other rigid bodies. This is the most common cause of jittery physics. Shrink the rigid bodies until they no longer overlap or remove them completely if they are problematic.

                        Adjust physics parameters
                        As previously mentioned, the default parameters are tuned for hair and may not work well for other physics types. The most important parameter to adjust is joint rotation limit, followed by joint spring constants and rigid body physics settings with roughly equal importance. If you don't know what values to use, look at other PMX models as a reference.

                        Add additional Rigid Body colliders
                        Most avatars come with very few Dynamic Bone colliders compared to a typical PMX model which has bone tracking rigid bodies for arms, legs and torso. Without these additional rigid bodies you may run into clipping issues.

                        Adjust collision groups
                        To reduce rigid body jittering, all rigid bodies are set to no collisions except with the bone tracking rigid bodies in group 1. If you are feeling confident you can try enabling collisions for other groups.

                        Normalize vertex weights
                        In the main PMXEditor window, select Edit/Vertex/Normalize. Vertex weights are BDEF4 regardless of the actual number of bones, this cleans it up.

                        Run Semi-Standard Bones plugin
                        Select all options and run the plugin. This adds a few additional bones such as upper arm twist bone.

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                        • Marce18M Offline
                          Marce18M Offline
                          Marce18
                          wrote on last edited by
                          #12

                          @eiron Hello, a question, do you know why the pmx exporter does not take certain materials such as metal or others (see image) https://imgur.com/a/h4Vboxv in some models? because I already tried updating liltoon but nothing happened and the models in pmx remain white in the parts of their selected clothing, I don't know if you understood but I'm looking for a solution, thank you

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                          • eironE Offline
                            eironE Offline
                            eiron
                            Grunt
                            wrote on last edited by
                            #13

                            base mmd/pmx doesn't support shaders or normal maps, so if a model has a lot of them, it will not look as good.
                            (however there are third party shader plugins and stuff for mmd, like ray-mmd, that allows for normal maps, and drastically improve the look of your model through lighting adn other effects)
                            as for metals and shine textures you can copy them from your unity project folder (right click them in unity and open folder location) and put them in the pmx texture folder then go the the material tab in pmx editor, choose the material, then in the SPH section, click the little blue box to the right and then choose metal or shine texture, then choose add sphere or multi sphere, whichever looks best. don't forget to save afterwards.

                            sph meatls and shine.png

                            if you want more in depth knowledge for anything on the mmd side of things, i suggest you ask in the mmd threads on 4chan,.
                            my knowledges is very limited, I only know the basics stuff, but i learned it all there over the past couple of years
                            https://boards.4chan.org/e/thread/2823507

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                            • Marce18M Offline
                              Marce18M Offline
                              Marce18
                              wrote on last edited by
                              #14

                              Thank you, but not to bother you anymore, do you know a reliable program to convert .mat files to .bmp? because the metal textures and others have that format and I couldn't find a solution on the internet

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                              • eironE Offline
                                eironE Offline
                                eiron
                                Grunt
                                wrote on last edited by eiron
                                #15

                                .mat files aren't the actual textures, it's more of a reference that point to where the actual texture is. Find where you have your unity project saved, and open the Assets folder and in the search bar put in .jpg, or .png or .bmp and you can find them that way. but you should be able to open them from unity. don't go to the material folder but find the actual texture folder for them.

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