Source Filmmaker

Source Filmmaker

Lemoeat Dec 17, 2018 @ 5:16am
Too many bones
I did do mmd to sfm and I see too many bones. How to do the same bone like other model
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Showing 1-6 of 6 comments
Pte Jack Dec 17, 2018 @ 5:59am 
If you export SMD type files you are imited to 128 bones. If you export DMX type files you are limited to 256 bones. So, if your model has more than this, you have to delete bones and redo the weight painting of the mesh that the bones you deleted controlled.

Then it's a matter of renaming bones. (If you use Cats Tools, it will change the name of the common MMD bones, mesh and textures to something English, if you want actual TF2 type names, you rename them after using the tool.) Or you use Google translate to convert Japanese to English and manually rename the bones to what you want when you learn what what the japanese bone is.
Marco Skoll Dec 17, 2018 @ 9:14am 
Originally posted by Pte Jack:
If you export SMD type files you are imited to 128 bones.
While that's true for some Source compilers, SFM's StudioMDL will accept SMD meshes of up to 256 bones.

Nonetheless, I still recommend DMX for most purposes, as it does possess a lot of other advantages.

(The only times I'd still use SMD is if I were doing minor edits to an existing model and wanted to keep the original flex controllers, or if I needed really complex flex drivers that couldn't be done through DMX's system).
Zappy Dec 17, 2018 @ 9:49am 
Originally posted by Marco Skoll:
- (The only times I'd still use SMD is if I were doing minor edits to an existing model and wanted to keep the original flex controllers, or if I needed really complex flex drivers that couldn't be done through DMX's system).
VTA flexes can be used on DMX meshes in the exact same way as on SMD meshes. (Of course, floating point precision stuff could mess a tiny little bit with stuff... or if you're talking about non-mesh edits, then keeping the mesh format the same isn't so bad.)
Last edited by Zappy; Dec 17, 2018 @ 9:50am
Marco Skoll Dec 17, 2018 @ 10:00am 
Originally posted by Zappy:
VTA flexes can be used on DMX meshes in the exact same way as on SMD meshes.
Theoretically, but a lot of authors create SMD models with flex names that use underscores, and if I'm just doing a simple edit that doesn't add any features that need DMX, I've never seen a reason to test what would happen if the DMX mesh thinks those are corrective flexes and the VTA is trying to treat them as standard flexes.

As far as the latter, I've yet to actually come across such a circumstance (particularly as I'm continuing to improve my techniques for non-linear flexes in DMX), so I've never looked into that deeply, it's just a "Well, maybe I'll need to do that one day" in the back of my mind.
Lemoeat Dec 17, 2018 @ 12:43pm 
Originally posted by Pte Jack:
If you export SMD type files you are imited to 128 bones. If you export DMX type files you are limited to 256 bones. So, if your model has more than this, you have to delete bones and redo the weight painting of the mesh that the bones you deleted controlled.

Then it's a matter of renaming bones. (If you use Cats Tools, it will change the name of the common MMD bones, mesh and textures to something English, if you want actual TF2 type names, you rename them after using the tool.) Or you use Google translate to convert Japanese to English and manually rename the bones to what you want when you learn what what the japanese bone is.


Idk how to make a same bone like other model like: mario, spy, and more model
Marco Skoll Dec 17, 2018 @ 3:44pm 
Originally posted by Romerus The cat:
Idk how to make a same bone like other model like: mario, spy, and more model
You need to be much more specific than that. What exactly is it about the bones on those models that you are referring to?
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Date Posted: Dec 17, 2018 @ 5:16am
Posts: 6