Source Filmmaker

Source Filmmaker

Bright Jul 26, 2017 @ 9:30pm
Looking for someone to convert a .mmd to .mdl (for free)
Model link: http://tokami-fuko.deviantart.com/art/XPS-MMD-Gwyndolin-the-Dark-Sun-605033191
il highly appreciated, and any work I do with the model will be credited to the model author and .mdl author
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Showing 1-14 of 14 comments
Capt Fuzzy Jul 26, 2017 @ 9:34pm 
WOW!!
Rigging that thing looks like a nightmare!

Good luck getting that ported, unless someone here wants a real challenge... lol
Pte Jack Jul 26, 2017 @ 9:35pm 
I'm working a tut series on converting MMDs. I'm hold up for a couple of days though.
Bright Jul 26, 2017 @ 9:35pm 
Originally posted by Capt Fuzzy:
WOW!!
Rigging that thing looks like a nightmare!

Good luck getting that ported, unless someone here wants a real challenge... lol
lol, not everything needs to get rigged, mainly arm and head
Bright Jul 26, 2017 @ 9:37pm 
Originally posted by Pte Jack:
I'm working a tut series on converting MMDs. I'm hold up for a couple of days though.
ok, could you work on this model, il highly appreciated, and what does tut stand for?
Capt Fuzzy Jul 26, 2017 @ 9:37pm 
Originally posted by ✩ Bright | ツ ✩:
Originally posted by Capt Fuzzy:
WOW!!
Rigging that thing looks like a nightmare!

Good luck getting that ported, unless someone here wants a real challenge... lol
lol, not everything needs to get rigged, mainly arm and head
I would think that if you wanted to animate the snakes, they need to be rigged with an armature...
Capt Fuzzy Jul 26, 2017 @ 9:39pm 
Originally posted by ✩ Bright | ツ ✩:
what does tut stand for?
Tutorial...
Bright Jul 26, 2017 @ 9:43pm 
Originally posted by Capt Fuzzy:
Originally posted by ✩ Bright | ツ ✩:
lol, not everything needs to get rigged, mainly arm and head
I would think that if you wanted to animate the snakes, they need to be rigged with an armature...
Well, my main purpose was for a poster but idk, i tryid installing the addons for importing mmd and exportings mdl but I just dont under stand, the instructions of the files say drag this file to addons but there LOTS of files, and idk if that even was the correct addon cause the places ive searched don't give link to the addon, they just say you need it :/
Pte Jack Jul 26, 2017 @ 10:01pm 
455 bones, 24,320 polys, No thanks, wait for the tutorial.
Last edited by Pte Jack; Jul 26, 2017 @ 10:04pm
EmperorFaiz.wav Jul 26, 2017 @ 10:07pm 
A paid commision would be much better solution. Not saying I'm going to do it for you cuz I'm a busy man right now but you have a low chance to attract anyone to do it for you for free.
Capt Fuzzy Jul 26, 2017 @ 10:10pm 
Originally posted by EmperorFaiz.exe:
A paid commision would be much better solution. Not saying I'm going to do it for you cuz I'm a busy man right now but you have a low chance to attract anyone to do it for you for free.
No kidding...
If Jack passed on it, you know it's gonna be a bear to do. lol
Pte Jack Jul 26, 2017 @ 10:17pm 
This model is not for a novice to try and port... It's completely separate faces.

http://steamcommunity.com/sharedfiles/filedetails/?id=1091413085

This is trying to make a facial flex for it.
Last edited by Pte Jack; Jul 26, 2017 @ 10:18pm
EmperorFaiz.wav Jul 26, 2017 @ 11:05pm 
Originally posted by Pte Jack:
This model is not for a novice to try and port... It's completely separate faces.

http://steamcommunity.com/sharedfiles/filedetails/?id=1091413085

This is trying to make a facial flex for it.
I'm expected to be paid $500 just to fix this sh*t up.
BlueFlytrap Jul 27, 2017 @ 12:05am 
Save yourself the trouble and grab the original model from the game files. Don't start with existing ports whenever possible.

This is a souls 1 model so manual welding as well as splitting is required as fromsoftware didn't know how to bake normalmaps at the time. Chances are also very high finger rigging must be redone as they never stopped being bad at that.

Twist bones require a vrd and are the least fun part of the process.

Inengine materials are handled on a per triangle basis much like in source. Much unlike source it chooses parameters from an index rather than explicit materials. There's generally 7 different types of the same thing in the index. Said values can typically be redone by eye alone.

Also uses colored specular maps so have fun with that.

Bonecount sometimes jumps over 256. At that point you just start splitting the model and compiling separate mdl. There's only a small handful of models above that bonecount. How unfortunate this was one of them.
Pte Jack Jul 27, 2017 @ 12:46am 
Simple Non-Manifold edge selects and remove doubles on those selections get rid of 90- 99% of the spits. Most MMD model have massive amounts of bones and it's just a matter of trimming out the "dance" fodder, rigid bodies and empty joins. Splitting the model up by materials break the model into manageable bodygroups. From there you can trim down the amount of BGs by rejoining some based on the face counts.

The process isn't hard, it's just tedious. The biggest problem in a MMD model is the Japanese naming conventions. If you primary language isn't Japanese, doing the conversion to you own language can take some time. Fortunately I have a shortcut I've written that will rename everything in less than 5 minutes. It use to take weeks to rename things to a point that I could continue working a model.

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Date Posted: Jul 26, 2017 @ 9:30pm
Posts: 14