Source Filmmaker

Source Filmmaker

Getting MMD models into SFM?
So there's this model I want to use for SFM, but it's a .pmx file (Used in the freeware MikuMikuDance) and I have to convert into a .mdl to use it in SFM.
I have Blender, and I've successfully been able to port the .pmx in (With the add-on Pymeshio) but it seems like it won't convert to source just like that.

Can anyone teach me how to convert .PMX files to SFM?

Or would it be better if I ask someone to port it for me?

If someone's willing to port the MMD model without re-distributing (The creator specifically told me not to distribute), then that'd be great. :D
最近の変更はBorg da Hordが行いました; 2013年9月27日 23時55分
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The problem you are experiencing could be result of one of four things that I can easily explain.

1. When you were setting the model up for export from blender, you did not rename the textures as required to the name of the vmt you are going to use, or you misspelled the name. I'm not sure if this is as important as when naming vertex groups and bones, but when naming materials in blender I usually use lowercase naming conventions and ensure that my vmt filenames use the same.

Another problem as this stage is the you checked Ignore Blender Materials on and the model is looking for the file names used to load the materials in Blender instead of the names you game them in the Material interface.

2. When you built your qc, you did not specify the folder route to your materials and the model is looking for the materials in the wrong folder.

3. You did not convert the textures to vtf files and place them and the required vmts in the required folders correctly.

4. your vmt filenames do not match the material names you gave the model in Blender.
One other place to look is the VMT, you may have misspelt the material name or pointed to the wrong location when you built that.
最近の変更はPte Jackが行いました; 2013年11月9日 10時45分
Okay thanks, I'll check those out and see if there's anything missing. By the way, I saw that you uploaded a tutorial on texturing. I'm gonna go check that out too.

I'll update back here when I get some progress on the matter (Probably by the end of the week).
Aian 2013年12月6日 17時37分 
Hi, I'm actually porting MMD models into SFM, but somehow I wasn't able to make the face flexes to work. I'm using 3dsmax, exported them all to a .vta file, compiled the whole .qc and when I open the model in SFM they dont work.
This is a capture of the model in 3dsmax
Capture [oi41.tinypic.com]

$modelname "aian\characters\mikasa\mikasa.mdl" $model mikasa "mikasa.smd" { flexfile "mikasa.vta" { defaultflex frame 0 flex "eyes1" frame 1 flex "eyes2" frame 2 flex "eyes3" frame 3 flex "eyes4" frame 4 } flexcontroller Eyes eyes1 "range" 0.000 1.000 flexcontroller Eyes eyes2 "range" 0.000 1.000 flexcontroller Eyes eyes3 "range" 0.000 1.000 flexcontroller Eyes eyes4 "range" 0.000 1.000 %eyes1 = eyes1 %eyes2 = eyes2 %eyes3 = eyes3 %eyes4 = eyes4 } $cdmaterials "aian\characters\mikasa" $sequence idle "mikasa" fps 1 $mostlyopaque

Thanks in advance!
Oh my god, I can't believe I left this thread for so long. If I hadn't been reminded by a notification, I may completely gone dead on this thread. DX

If you're wondering, I've successfully ported the model into SFM, with working bones, texture, and eyes (Thanks to rotating bones). I have yet to mess with the other facial flexes, but I'm trying to slowly learn what I can.

Thank you SO much, Pte. Jack, and I'm very, very sorry I couldn't get this message across sooner.

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Aian の投稿を引用:
Hi, I'm actually porting MMD models into SFM, but somehow I wasn't able to make the face flexes to work. I'm using 3dsmax, exported them all to a .vta file, compiled the whole .qc and when I open the model in SFM they dont work.

To Aian,
You may want to look for an alternative, or start a new thread to find the answer for your problem. As far as I know, everyone here is using Blender and not 3dsmax, which Pte. Jack and the others here may not be able to give information on. D:
Hey Nate, No prob... Been busy doing other things anyway.

Alan, not sure why you have so many flexes for the eyes. (Left, right, Up, Down???) They may be conflicting each other.
Hello there! I have also recently been trying port an MMD model to Source using Blender. I've got everything working except for the bones. What I did was I deleted the original bones and imported Alyx's skeleton, I'm having problems with them attaching to the mesh. I was also wondering if it would just be easier to use the original bones and just rename them. ( I really don't want to do that because I spent hours trying to get them in position.) Any help is greatly appreciated.
If you use the old bones from a MMD model and rename them, that will also rename the vertex groups and keep the weight painting as per the original model. The problem though is that there are SO MANY bones. SFM is limited to 128.
Oh okay thanks will try.
Do I absolutely have to use the default bones, because I already made some using the valve bones.
Hello, and sorry to bump this. So far, I'm trying to convert Ryuko's Windows 100% MMD PMX Model to MDL. I've read the past solution that helped you, but for some reason, the mesh won't export as SMD right. Anything wrong? I use Blender 2.71.
are you actually getting the mesh to show in Blender from the pmx? The reason I ask is that some of the PMX importers for Blender only import the skeletons, no mesh...
I'm trying my hand in porting mmd models to sfm, and I want to ask, do facials in a pmx carry over?
The Facial flexes from the PMD/PMX files will form Shapekeys in Blender. However, You'll have to check each shapekey to make sure the shapes are correct and all the verts move correctly.
I gave up on making pancake now.
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投稿日: 2013年9月20日 20時13分
投稿数: 41