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I decided to show how I fix up converted/old MMD models. [Credits] Model: Paka https://www.deviantart.com/holoexe/ar... Made by: HoloExe https://www.deviantart.com/holoexe Originally I wanted to make a tutorial out of the recording, but realized that there are a lot of topics to cover. If you want to take a look at the current script or even give feedback: https://docs.google.com/document/d/1Y... Tip: Use a reference model like TDA to copy names over and compare differences. Materials: 0:00 Hiding Materials The model had two outfits I hid one by changing the Opaque value to 0 (or -1) Bones: 00:48 Rename Bones Set Bones to rotation only, only use Movement when needed Tediously... rename all the bones to the bone naming standard: https://learnmmd.com/http:/learnmmd.c... Important is the Japanese name, the English name doesn't matter. 2:40 Add Bones Add bones like the Eyes bone if needed and re-parent related bones In the case with left/right eye, the parent stays the same but needs the append parent with the eyes bone. 5:30 Changing the order of bones (normally from top to bottom) 6:35 More Renaming 7:50 Batch Name Editor If the order of bones is the same as the reference model, you can use the Batch Name Editor to quickly copy over the names. 11:50 Had to redo everything, because PMX crashed... Always save with CTRL+S and make iterative save files! 13:10 Adding IK Legs You need to add Toe Bones if they don't exist yet. 14:50 Add a Leg IK bone at the same place as the feet bone. Copy the index of leg and knee and use feet as the IK target. Set loop to anything higher than 0, limit angle of knee to X:-180, -0.5 Add Toe IK at the same place as the toe bone. Copy the index of feet and set toe bone as IK target. Parent Toe IK to Leg IK, loop higher 0. 18:20 Repeat with other leg. 23:35 Adding Lower Body Reposition Waist bone. 24:50 Add new lower body bone at the same place as upper body. Parent lower body to Waist and change it's orientation (Link to). 26:15 Parent both leg bones to lower body. 27:30 Semi-Standard Bone Plug-in Adds the semi-standard bones like arm rotation bone and mother bone. 28:30 Add Center & Grove bone Center parent of Grove parent of Waist bone. Change Leg IK parent from Waist to Mother bone. 30:30 Reposition Center & Grove Bone Grove should be slightly below Center and point away from each other. Morphs: 31:00 Rename Morphs Just like Bones, Morphs need to have the right Japanese names too: https://www.deviantart.com/inochi-pm/... 32:50 To see what a morph does, use the morph check. 34:30 Adding Wink from Blink morphs You can separate Blink into Wink morphs by duplicating the morph and disabling one side of the morph: https://www.deviantart.com/nintendraw... 36:05 Change morph panel Display: 36:20 Sort out Display Tbh, just go with the order & grouping from your reference model. The better it's ordered/grouped, the more user friendly it is. Make sure every bone is in the display and only once. Morphs just go in the facials group. Feel free to make new groups for custom bones and physics. Physics (Rigid Bodies & Joints): 46:55 Add Skeleton/main body Rigid bodies (Bone Track, Group 1-4) 48:15 Add Rigid Body/Linked Joint to breast and butt bones 48:55 Change Group to 15 & 14 (16 is reserved for floor) Non-Collision Group set to same group and 1 Movement/Rotation 0.9, Mass 10, Repel/Friction 0 49:45 Adjust Joints Chaining Con Body A: Connected to this Rigid Body Con Body B: Holding this Rigid Body (position, name same as B bone) The first part of the link needs to be set manually. 50:45 Adjust Joint and Rigid Body Settings https://pmxeditortutorials.tumblr.com... Rule of thumb: From high weight, down to lower weight 52:40 Hair & Ear Physics 52:50 Change shape, size & position of head Rigid Body. 53:30 Add Rigid Body/Linked Joint to hair bones. 59:20 Hi Discord :^) 59:40 Adjust Joints Chaining 1:04:30 Change Group to 13 & 12 Non-Collision Group set to same group and 1 Movement/Rotation 0.9, Mass 1, Repel/Friction 0 1:06:05 Adjust Hair Physics Sorry, but I didn't want to do it :V Use this tutorial instead: • Видео Final Touches: 1:06:55 PMX Info Turn off the circle to see all warnings and errors your model has. Fix the problems until nothing is shown anymore. 1:07:25 Crediting in English and Japanese (use Translator) 1:09:10 Batch translating JP to EN and vise versa