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Rejomei Sep 6, 2019 @ 6:03am
Exporting a Model for use in Miku Miku Dance
Ok, so I've found a few different plug-in options I could use, but idk which ones still work and what not since Blender's newest update, nor do I know which were the go-to/best options before that as I'm only now taking the time to learn Blender in general. (I've always just used a program called Metasequoia)

My end goal is to export a fully functional 3D model into .pmd and/or .pmx format, with it's textures, facials and rigging still completely intact so that I don't have to redo everything outside the modeling process within a program called PMX Editor.
(Tiny Fixes are fine, and basically unavoidable. However; I don't want to spend the time rigging and adding facial sliders within Blender if I'm just going to have to end up redoing it later)

Any help reaching my goal would be awesome 😁
Thanks in advance, in the meantime I'm gonna go back to working on the model I want to do this with because at the moment she's no more than a incomplete head with a neck stub attached 🤣
Last edited by Rejomei; Sep 6, 2019 @ 6:04am
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Showing 1-15 of 15 comments
Rejomei Sep 6, 2019 @ 6:09am 
This is pretty old, but it's a perfect example of what I'm wanting.

Outside this being Teto the 3D model in this video is 100% mine: https://youtu.be/Ok-YaTczuqI
still__alive Sep 6, 2019 @ 4:07pm 
Not sure what kind of help you are wanting, closest thing I see to a question is the title. If your question is what exporter to use, I would say that is something you are going to have to figure out yourself. I'd say just find the ones that work in the version of Blender you want - if there are any for 2.8 - and try each of them to see which works the best for you.
Rejomei Sep 8, 2019 @ 2:47pm 
The help I'm looking for is to know what plug-in to use to gain the ability to export:

1. The model in .pmd or .pmx file format.

2. This export I'd like to have the ability to have the rigging not vanish on me upon the export.

3. To have the facial sliders to not vanish upon export.

And

4. To have the Textures export correctly without vanishing upon export.

Its the "vanishing upon export" part that is my biggest issue as well as finding a plug-in capable of exporting in the .pmd or .pmx file format.
still__alive Sep 8, 2019 @ 3:26pm 
Originally posted by Aikomi Junpei:
The help I'm looking for is to know what plug-in to use to gain the ability to export:

1. The model in .pmd or .pmx file format.

2. This export I'd like to have the ability to have the rigging not vanish on me upon the export.

3. To have the facial sliders to not vanish upon export.

Well like I said, you'll have to research on your own these various plugins you said you've found to see which best meet your criteria. That you have "a few different plug-in options I could use" means you already know more about this .pmd than I do.

Again, I'd recommend just trying all the different versions of the plugins you've found and see which one works best.

Originally posted by Aikomi Junpei:
2. This export I'd like to have the ability to have the rigging not vanish on me upon the export.

3. To have the facial sliders to not vanish upon export.

And

4. To have the Textures export correctly without vanishing upon export.

Its the "vanishing upon export" part that is my biggest issue

Well the file format might not be capable of handling all those things you are trying to export with it. I think the rigging probably would, but the textures in particular might not be included in the file format. Never used .pmd, but in the formats I have exported in - mostly .obj and some .fbx - I've always had to also plug in or import the texture files separately from the .obj or .fbx.

So I wouldn't be surprised if you can't find a plugin that won't export the textures with the .pmd - the file format probably doesn't support that.

Originally posted by Aikomi Junpei:
as well as finding a plug-in capable of exporting in the .pmd or .pmx file format.

In your original post you said you found a few?
@R+5 Sep 9, 2019 @ 4:08am 
A bit of criticism:

Originally posted by still__alive:

Well like I said, you'll have to research on your own these various plugins you said you've found to see which best meet your criteria.
+
That you have "a few different plug-in options I could use" means you already know more about this .pmd than I do.

Why commenting if you are not interested in what op asked, and you are not going to spend time researching the topic, or offering what op asked? imo it would be wiser to skip answering, rather than spinning around op request. The forums are public so anyone who can actually offer something useful is able to share it.

Originally posted by still__alive:
So I wouldn't be surprised if you can't find a plugin that won't export the textures with the .pmd - the file format probably doesn't support that.

Short version:
Ambiguous answers arent useful.

A more concrete explanaition:
You were speculating. if you know for sure something works or doesnt, its far more useful for op, and everyone reading, if you avoid speculations and offer proof of why something works or doesnt. Many users read the forums to try to find answers to problems or find new useful things to do.
Last edited by @R+5; Sep 9, 2019 @ 4:09am
still__alive Sep 9, 2019 @ 1:37pm 
Originally posted by @R+5:
A bit of criticism:

I think I disagree with your criticism, I think there is some useful advice in what I posted.

Originally posted by @R+5:
Short version:
Ambiguous answers arent useful.

However, maybe I wasn't explicit enough? Let me try and rephrase a little.

OP seems to have found some plugins, and he's just wondering which would work the best. I think. Still not totally clear on that, but that is how I'm reading him.

These forums can move pretty slow. OP might be waiting quite a while before anyone with knowledge on this particular subject pops in. They might never show.

So my advice is to just try the plugins OP has already found instead of waiting for someone to tell him which is the best one. I think that would save him time. Just try the plugins you've got.

Then the other part was his list of requirements for the plugin:

Originally posted by Aikomi Junpei:
T
1. The model in .pmd or .pmx file format.

2. This export I'd like to have the ability to have the rigging not vanish on me upon the export.

3. To have the facial sliders to not vanish upon export.

4. To have the Textures export correctly without vanishing upon export.

1. He implies he found a few exporters that export in those formats.

2. I can't answer this one for sure. I don't think the rigging will vanish with any of the exporters he's found though. And he can try it and see.

3. I can't answer this one for sure either. Again, I suspect that the facial sliders might not vanish either, although I'd say that it is more likely that these will vanish than the rigging. And again, he can just try each of the exporters he's found and see for himself.

4. I figure I can answer this one, although there is a slight chance that I'm wrong. I've never heard of a format, nor worked with one, where the textures are included in the file format. Textures have to be imported alongside the model file (.fbx, .obj, .pmd) as a .jpg or .png or some other image format and "linked" back to the model in whatever way the program dictates you apply textures.

So my overall advice on his list of requirements is to try all of the plugins he's found and see which works best and meets any of those requirements. Regarding requirement #4, I'm saying that he is not (in all likelyhood) going to be able to find an exporter that won't "vanish" the textures because the texture data is very likely not even included in the file format. Textures will be handled separately.

If my advice is useless, then feel free to ignore it and wait until someone offers better.

Oh, and I assume the OP already has these links (within the top 5 in the search) but if not, here you go:

https://learnmmd.com/
https://learnmmd.com/http:/learnmmd.com/epxort-import-mmd-using-blender/
Rejomei Sep 19, 2019 @ 7:18am 
Originally posted by still__alive:
[

https://learnmmd.com/
https://learnmmd.com/http:/learnmmd.com/epxort-import-mmd-using-blender/

Just for the record since apparently going to a forum to seek advice clearly means that I don't know how to use Google as well as I've clearly not already spent a few hours on YouTube looking at said plugins trying to figure this out, nor have I actually already searched any of the resources available to me within DeviantArt to try to figure this out.

Time for a history lesson for the person who likes pretending that saying "go research it more on your own because you've clearly not tried that already" is good advice.

~~~~~~~~~~~~~~~~~~

I've been in the Miku Miku Dance community since 2008, since 2010 I've been making models within a program called Metasequoia.

Metasequoia is a program that is not only much weaker than Blender, but a lot easier to learn.

Metasequoia has the ability to export .x files which are perfectly capable of all my requirements I listed as well as if one takes the time to download the only plug-in available for Metasequoia that gives you the ability to export a model directly to .pmd or .pmx format all my requirements are met with little to no issue outside a few fixes here and there to the bone structure and facial sliders.

Given how Metasequoia is the weaker and more limited program it is expected that Blender would be able to fit my criteria considering that I've been doing this for over a decade with fewer issues on a much more limited program.
~~~~~~~~~~~~~~~~~~~~~~~

As R+5 stated your advice is about as useful as telling me to turn my computer off and back on again.

Thank you Still_Alive for making me realize that these forums are a waste of time and don't have the answers I am seeking nor people who are willing to put the time into their answers to try to help.

I'll be going back to DeviantArt now as the people on there actually try to help even if they know nothing about 3D modeling in general.

~~~~~~~~~~~~~~~~~~~~~~~~~~
Edit:

Also the problem with this:
https://learnmmd.com/http:/learnmmd.com/epxort-import-mmd-using-blender/

Is that it has zero information about how to export bones period. I can literally do what they say to do in this tutorial with any other 3D program.

The whole point of my original post can be boiled down to this:
"I DON'T WANT TO HAVE TO SPEND TIME 'PERFECTING' A MODEL TO A DECENTLY FUNCTIONING STATE WHERE I FEEL COMFORTABLE RELEASING IT FOR USE TO THE PUBLIC FOR ANIMATION PURPOSES IF I'M JUST GOING TO BE WASTING MY TIME IN ONE PROGRAM ON ACCOUNT OF HAVING TO REDO EVERYTHING OUTSIDE MAKING THE STATIC MESH ONCE I TRY TO EXPORT ANYTHING!!!"
(That easier to understand since clearly I wasn't speaking plane English before?)

I know HOW to rig within the MMD Editing program as that was my first experience with doing so, however I DO NOT want to spend the time needed COMPLETELY RIGGING a model within Blender if I'm just going to have to do it all from scratch AGAIN after being exported.

I'd also like to avoid having to completely retexture, rebuild UV maps from scratch, and remake all 100+ facial sliders a typical model of mine has.

Given what you have provided me with I'd be better off building a model in Google Sketch Up, Exporting to .x format and doing all my original requirements within PMX Editor. (Again, a much more limited program than Blender but apparently much more capable)
Last edited by Rejomei; Sep 19, 2019 @ 7:40am
Rejomei Sep 19, 2019 @ 7:21am 
Also on another note:
Tyvm @R+5 for at least trying to be helpful unlike still_alive despite not giving any advice 😁

Your response was much more useful than his despite the lack of information within it pertaining to my question 😁
still__alive Sep 19, 2019 @ 3:37pm 
Originally posted by Aikomi Junpei:
Just for the record since apparently going to a forum to seek advice clearly means that I don't know how to use Google as well as I've clearly not already spent a few hours on YouTube looking at said plugins trying to figure this out, nor have I actually already searched any of the resources available to me within DeviantArt to try to figure this out.

Time for a history lesson for the person who likes pretending that saying "go research it more on your own because you've clearly not tried that already" is good advice.

You are being a little rude, and putting words in my mouth - I never said you hadn't researched it well. I actually assumed you had researched it well, hence why I figure it is pointless for me to go redo work that (I assumed) you've already done.

Originally posted by Aikomi Junpei:
The whole point of my original post can be boiled down to this:
"I DON'T WANT TO HAVE TO SPEND TIME 'PERFECTING' A MODEL TO A DECENTLY FUNCTIONING STATE WHERE I FEEL COMFORTABLE RELEASING IT FOR USE TO THE PUBLIC FOR ANIMATION PURPOSES IF I'M JUST GOING TO BE WASTING MY TIME IN ONE PROGRAM ON ACCOUNT OF HAVING TO REDO EVERYTHING OUTSIDE MAKING THE STATIC MESH ONCE I TRY TO EXPORT ANYTHING!!!"
(That easier to understand since clearly I wasn't speaking plane English before?)

No, I understand that, and for that matter, your previous posts fairly well. The only problem I am having in understanding you is that you are making a bunch of statements - you haven't articulated anything in the form of an actual question. So I'm sort of guessing at what the actual question you're trying to ask is.

I have been working with the assumption that the question is something like "Which of these exporters will be able to meet my list of requirements?". I think I'm right about that being what you are asking, but you've not clarified if that is your question or not. Maybe it isn't and I've been trying to answer the wrong thing.

Originally posted by Aikomi Junpei:
I know HOW to rig within the MMD Editing program as that was my first experience with doing so, however I DO NOT want to spend the time needed COMPLETELY RIGGING a model within Blender if I'm just going to have to do it all from scratch AGAIN after being exported.

I'd also like to avoid having to completely retexture, rebuild UV maps from scratch, and remake all 100+ facial sliders a typical model of mine has.

Given what you have provided me with I'd be better off building a model in Google Sketch Up, Exporting to .x format and doing all my original requirements within PMX Editor. (Again, a much more limited program than Blender but apparently much more capable)

I think my advice has still gone over your head. Let me try again.

I don't know how to work with this format and anything related to it. I think you have done your research well and it would be pointless for me to retread your work and try to learn about a format I don't care about.

But I also know that these forums move pretty slowly, and that you might never get an answer in here at all.

So what I've been trying to say is that you should experiment with each of the exporter addons you've found in your research. Don't worry about finishing a rig/model perfectly - just use a test model and rig that you only need to spend 5 minutes on throwing together. Like take a cyclinder, throw some edge loops on, make a basic (extremely basic) rig, and throw a quick texture on. It can be as crappy and quick of a "model" as you like. Then go and export this test model with each of the various exporters you've found and see which one does it the best.

That way you don't waste your time on finishing a model perfectly to find out it doesn't work. And you'll also probably figure it out a heck of a lot sooner by doing it this way rather than waiting for someone who DOES know enough about what you're working with to post in these forums. Such a person might never show. So test these exporters on a "crappy" test model and see how they work.

Regarding textures, I don't think you will find any exporters where the textures won't "vanish" on export, because to the best of my knowledge, the texture data (like the image itself) is not actually saved in the 3d mesh formats. Like if I export a .fbx or .obj for Unity, I still have to import a .jpg or .png or whatever for the textures, and then reapply the textures in Unity with its own system. Because the texture isn't saved in the .fbx or .obj formats. It is possible you happen to work with some obscure format where that information does get contained within the file format, but I highly doubt that.

At any rate, just test all your exporters on a cheap test model. Then pick the one that works best, or if you don't like any of them, then maybe you do want to keep working with your other programs instead of Blender. Maybe not the advice you want to hear, but at least it is something.

Or you can just completely ignore my advice - no need to get upset with me -and wait for someone who does know this format to come along.
Last edited by still__alive; Sep 19, 2019 @ 5:10pm
Mr Chappy Sep 20, 2019 @ 6:48am 
Hi all,

@still_alive has been giving advice on here for a long time and has helped many people over the years. Maybe the answer given was not what you had hoped for but the more niche the question the less likely it is that someone on here will know the exact answer...
Personally I'd never heard of Miku Miku Dance or pmx either prior to this post...

So until you get a better answer(on here or elsewhere) why not give what @still_alive said a try(see below), it can't hurt can it?

Cheers :)


Originally posted by still__alive:
So what I've been trying to say is that you should experiment with each of the exporter addons you've found in your research. Don't worry about finishing a rig/model perfectly - just use a test model and rig that you only need to spend 5 minutes on throwing together. Like take a cyclinder, throw some edge loops on, make a basic (extremely basic) rig, and throw a quick texture on. It can be as crappy and quick of a "model" as you like. Then go and export this test model with each of the various exporters you've found and see which one does it the best.

That way you don't waste your time on finishing a model perfectly to find out it doesn't work. And you'll also probably figure it out a heck of a lot sooner by doing it this way rather than waiting for someone who DOES know enough about what you're working with to post in these forums. Such a person might never show. So test these exporters on a "crappy" test model and see how they work.

Regarding textures, I don't think you will find any exporters where the textures won't "vanish" on export, because to the best of my knowledge, the texture data (like the image itself) is not actually saved in the 3d mesh formats. Like if I export a .fbx or .obj for Unity, I still have to import a .jpg or .png or whatever for the textures, and then reapply the textures in Unity with its own system. Because the texture isn't saved in the .fbx or .obj formats. It is possible you happen to work with some obscure format where that information does get contained within the file format, but I highly doubt that.

At any rate, just test all your exporters on a cheap test model.
Rejomei Sep 20, 2019 @ 2:46pm 
So basically self test at the same speed I've been going with no help finding the answer like how forums are designed to work.

Good to know forums don't actually work the way they were intended to.

I get that pmd and pmx are a niche format, I get that not everyone knows about MMD, but the fact that no one can tell me an exporter that can work with the same results of what I've seen from a weaker 3D modeling program when MMD itself has been around since 2008 is highly doubtful.

Like I said before, all future questions that are even remotely related to MMD or the MMDC in general I will be sure to keep on DeviantArt or Tumblr where they clearly belong.


Note to anyone in the MMDC:
Do the same if you want to get anywhere.
Rejomei Sep 20, 2019 @ 2:50pm 
Also, still_alive I prefer to do my testing on Humanoid models instead of boxes or tubes because rigging a knee, hip, elbow or shoulder actually teaches me a whole lot more about how a rigging system in a program actually works.
You put the blame on blender and the community for not being able or willing to do your own homework. Basicly to sort out that pipeline with an obscure format.
Might be there simply is no exporter that does all the nifty operations you mentioned, so how should anyone come up with an answer there. IF that ever worked with any version of blender why not simply roll back to that version instead?
Mr Chappy Sep 20, 2019 @ 3:19pm 
Aikomi Junpei,

This is not a technical Q&A, people here do their best to help and would rather reply(as best they can) rather than leave people such as yourself feeling as though they are being ignored!

As far as your question went in regards to rigging @still_alive's approach to testing out your selection of exporters was perfectly valid and is probably the best way forward if you want to avoid any potential problems further down the line.
Testing out the capabilities of your exporters and learning how to rig are two separate things and should be treated as such.
Chris May 7, 2023 @ 3:54pm 
Wow. I really hate when people don't try to help in forums. This is ridiculous to see such bad behavior. If you don't know how to help or understand what a person in asking for in technical terms, don't answer at all lol It's as simple as that. @Rejomei Export using MMD Tools Blender addon. There's no easy way to do this even to this day. That's why I'm working on coding a script to do what you have to do manually. For those of you who come across this thread in the future, here's the best way to date to do it. Export from Blender using MMD Tools addon. Open in PmxEditor. In PmxEditor you can open a complete PMX that is working with animations and then copy the bone names in Japanese from that one to your exported model from Blender and then motions should work fine. It's quite a bit of work but the only way I know so far. https://www.youtube.com/watch?v=XL2BD_v8Zyw&t=3s
This video for the bone names in PmxEditor https://youtu.be/VrrawqJHw8s
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Date Posted: Sep 6, 2019 @ 6:03am
Posts: 15