How to import pose, bake physics then export to FBX
Import your model, click Physics under Model Setup > Assembly and Update World under Scene Setup. Select model root (axis icon), import VPD. If physi...
Import your model, click Physics under Model Setup > Assembly and Update World under Scene Setup. Select model root (axis icon), import VPD. If physi...
You have to select the axis icon for full morph & bone import.
This only works for non-humanoid models (stages & accessories). I recommend checking out How to convert FBX into PMX.
Import MMD model from Scene Setup Select the mesh and click Convert to Blender in Model Setup File > Export > Wavefront (.obj) then enable PBR E...
If the model already has MMD physics and you want to render animation in Blender, you can:
Click Separate by Materials. This will separate the model. Press tab to go to edit mode. Click third icon to enable face select mode. After clicking f...
textures aren’t working
Make them unique by clicking on this number.
Blender LTS Version MMD Tools Version MMD UuuNyaa Tools Version Blender 4.2 & 4.5 MMD Tools v4.x ...
This was written before useful features like Humanoid Renamer were introduced. I recommend checking out How to convert FBX into PMX.
Remove texture alpha with Krita Import Saber Select mesh and Convert to Blender (material) Separate by Materials delete 001_颜+ (blush object) mo...
When using Cycles, if the model has two or more meshes in the same place, it might become transparent.
Convert the material to Blender, and export FBX with these options:
If your material is using BSDF nodes or Emission, you can convert them into MMD shader (MMDShaderDev).
Adjust MMD Material > Alpha to add transparency.
Here’s the versions that work on Blender 2.83.
Convert to Blender (to embed textures into final FBX) Delete hierarchy of rigidbodies and joints Press little button next to the Translate (Global Tra...
SDEF is a different kind of skinning algorithm. Blender uses BDEF (bone deformation), but in MMD, you can use SDEF (spherical deformation).
There are many ways to convert FBX models into PMX.
For easy preview, you can use Workbench. Set lighting to Flat and color to Texture. You can also set View Transform to Standard.
You can fix the model in either PmxE or Blender.
This is how to enable MMD rigidbody physics in Blender:
UV morphs look like this:
Press Morph (Model Setup > Assembly) first, then control from Morph Tools by changing value.
In explorer, paste this to the address bar:
It toggles thigh_ik constraints, which copies rotation from thigh_fk.
In MMD, you can use randomly register blinking if the model has “まばたき (blink)” morph. It will register keys to blink morph so you can copy & paste to oth...
If you animated MMD light using Copy Rotation (constraints) in MMD_Light (the parent of Light), you can select Light (the child) then click Object > Anima...
You need to click Enable Animation, and press space to start animation.
You have to select the axis icon for full morph & bone import.
First, you should enable Trace Mode from physical operation. Trace Mode allows you to calculate & stop physics while editing motion.
Morph graphs in timeline proper plugin support hand animation sliders by default physics baking caption camera position view multi light by de...
textures aren’t working
This doesn’t work for motions that uses 全ての親. Use MotionSupporter first to remove 全ての親 keys.
Click the article to watch the video.
Click the article to watch the video.
If you want to manually trace motions, you should move body first, then limbs, hands and facials.
You can edit motions in Graph Editor. You can swap Time Line in the bottom with this one.
VMDSizing is a utility for adjusting motion from source model to other models.
MMD pose files (.vpd) don’t hold morph data (facials).
This is how to enable MMD rigidbody physics in Blender:
UV morphs look like this:
You can use 闇鍋プラグイン (EtcPlugin) to reverse & apply vertex morphs.
You can save/load bone order with 闇鍋プラグイン (EtcPlugin).
If you can use MMD, that means DirectX 9, VC++ 2008 & 2010 are already working.
Click Add Bone Morph To Normal in the TransformView and the bones should turn green. After that, save as VPD.
Make sure F (face) is turned on. Select a face, then press + (plus) key. This will extend the selection to connected faces. Then click Face > Trunc...
Right click the morph and select Vertex/UV Morph Edit. From Morph Editor window, go to Edit > Collect Vertex - Difference. This will hide unchanged v...
Arm IK created with IK Maker X might not work by default for some model.
Some models look weird because edges become visible when it shouldn’t.
For the head part, you should delete everything but head part.
I use 闇鍋プラグイン (EtcPlugin) in PmxEditor to export correct order as text file for later sorting.
PMX models have many bones that enhances motion creation workflow.
You should setup physics in PmxEditor, because changing values is easier.
I use PMXE when making morphs, but you can only do movement and rotation with bone morphs.
In MMD, you can use randomly register blinking if the model has “まばたき (blink)” morph. It will register keys to blink morph so you can copy & paste to oth...
You can use 闇鍋プラグイン (EtcPlugin) to reverse & apply vertex morphs.
Click Add Bone Morph To Normal in the TransformView and the bones should turn green. After that, save as VPD.
If you are wondering how some models’ eyes follow the camera, that’s an illusion. You might think their eyes are moving, but they aren’t.
Right click the morph and select Vertex/UV Morph Edit. From Morph Editor window, go to Edit > Collect Vertex - Difference. This will hide unchanged v...
Select the mesh and open Shape Keys, and set those two morphs to 1.0.
MMD pose files (.vpd) don’t hold morph data (facials).
UV morphs look like this:
Press Morph (Model Setup > Assembly) first, then control from Morph Tools by changing value.
I use PMXE when making morphs, but you can only do movement and rotation with bone morphs.
MMD Tools Append (formerly known as MMD UuuNyaa Tools) is a Blender addon that works with MMD Tools to add features that focuses on Blender workflows.
Most humanoid models (FBX, VRM, etc.) have a bone called pelvis (also called hips or spine).
This only works for non-humanoid models (stages & accessories). I recommend checking out How to convert FBX into PMX.
Import MMD model from Scene Setup Select the mesh and click Convert to Blender in Model Setup File > Export > Wavefront (.obj) then enable PBR E...
This was written before useful features like Humanoid Renamer were introduced. I recommend checking out How to convert FBX into PMX.
Remove texture alpha with Krita Import Saber Select mesh and Convert to Blender (material) Separate by Materials delete 001_颜+ (blush object) mo...
Convert the material to Blender, and export FBX with these options:
Convert to Blender (to embed textures into final FBX) Delete hierarchy of rigidbodies and joints Press little button next to the Translate (Global Tra...
There are many ways to convert FBX models into PMX.
I recommend Metasequoia for easier Blender alternative. You can make/edit MMD models as well.
Click Separate by Materials. This will separate the model. Press tab to go to edit mode. Click third icon to enable face select mode. After clicking f...
Make sure F (face) is turned on. Select a face, then press + (plus) key. This will extend the selection to connected faces. Then click Face > Trunc...
Metasequoia can extrude faces, but it removes original faces. So you have to first select faces you want to extrude, and then duplicate that. You can duplica...
For messed up normals, you can fix it with Data Transfer Modifier.
You can disable overlay for one viewport while keeping the overlay for the other.
This is the method I use.
3d model needs to have clean topology so that when rigged, vertices will move smoothly. Auto remeshers will make retopology easy. Blender has a built in reme...
It toggles thigh_ik constraints, which copies rotation from thigh_fk.
MMD Tools Append (formerly known as MMD UuuNyaa Tools) is a Blender addon that works with MMD Tools to add features that focuses on Blender workflows.
If the model already has MMD physics and you want to render animation in Blender, you can:
Click the article to watch the video.
Blender LTS Version MMD Tools Version MMD UuuNyaa Tools Version Blender 4.2 & 4.5 MMD Tools v4.x ...
When adding metarig fails in MMD Tools Append, it’s always because bone names are wrong.
There are many ways to convert FBX models into PMX.
You can fix the model in either PmxE or Blender.
Make sure IK Limit is set correctly. Also, in Blender, IK won’t work correctly if the leg is completely straight.
You can save/load bone order with 闇鍋プラグイン (EtcPlugin).
Most humanoid models (FBX, VRM, etc.) have a bone called pelvis (also called hips or spine).
Arm IK created with IK Maker X might not work by default for some model.
Click the article to watch the video.
For the head part, you should delete everything but head part.
PMX models have many bones that enhances motion creation workflow.
You can fix the model in either PmxE or Blender.
You can change to Blended (or Alpha Blend on 4.1) from material settings.
MMD Tools Append (formerly known as MMD UuuNyaa Tools) is a Blender addon that works with MMD Tools to add features that focuses on Blender workflows.
textures aren’t working
msToonCoordinator is rather hard to use, as it requires model & texture editing.
Rim light is used to highlight the edges of models. It separates them from the background to add more contrast.
With texture baking, you can combine multiple textures into one.
You should try this toon setup:
For easy preview, you can use Workbench. Set lighting to Flat and color to Texture. You can also set View Transform to Standard.
Morph graphs in timeline proper plugin support hand animation sliders by default physics baking caption camera position view multi light by de...
They are different letters. MMD uses full-width numbers for fingers (like 右親指0 and 右人指1)
If you have updated Robust Weight Transfer from old version (like v1.0), it might crash Blender.
There are some AI tools that can auto trace videos, or even make motions from scratch.
FBX, glTF and more:
I got MMD & MME working on Asahi Linux! I used Steam & Proton for this setup.
First, there are native MMD-like softwares (for animation/rendering, no modeling capabilities):
If you imported the reference by drag&drop, there’s Offset under image property. Set it to whatever frame you want to start.
Import your model, click Physics under Model Setup > Assembly and Update World under Scene Setup. Select model root (axis icon), import VPD. If physi...
You need to click Enable Animation, and press space to start animation.
MMD Tools Append (formerly known as MMD UuuNyaa Tools) is a Blender addon that works with MMD Tools to add features that focuses on Blender workflows.
First, you should enable Trace Mode from physical operation. Trace Mode allows you to calculate & stop physics while editing motion.
If the model already has MMD physics and you want to render animation in Blender, you can:
You should setup physics in PmxEditor, because changing values is easier.
This is how to enable MMD rigidbody physics in Blender:
Click the article to watch the video.
Here’s the versions that work on Blender 2.83.
I use Screencast Keys when I’m recording Blender tutorials.
Here’s some I would recommend (all free):
In explorer, paste this to the address bar:
Import your model, click Physics under Model Setup > Assembly and Update World under Scene Setup. Select model root (axis icon), import VPD. If physi...
Remove texture alpha with Krita Import Saber Select mesh and Convert to Blender (material) Separate by Materials delete 001_颜+ (blush object) mo...
Convert the material to Blender, and export FBX with these options:
Convert to Blender (to embed textures into final FBX) Delete hierarchy of rigidbodies and joints Press little button next to the Translate (Global Tra...
There are many ways to convert FBX models into PMX.
If you can use MMD, that means DirectX 9, VC++ 2008 & 2010 are already working.
Click the article to watch the video.
Here’s the versions that work on Blender 2.83.
In explorer, paste this to the address bar:
These are the tips I found:
msToonCoordinator is rather hard to use, as it requires model & texture editing.
Rim light is used to highlight the edges of models. It separates them from the background to add more contrast.
There is a file called full.fx (MMD standard shader written in MME) which every MME effects are based on.
msToonCoordinator is rather hard to use, as it requires model & texture editing.
Rim light is used to highlight the edges of models. It separates them from the background to add more contrast.
You should try this toon setup:
For easy preview, you can use Workbench. Set lighting to Flat and color to Texture. You can also set View Transform to Standard.
It toggles thigh_ik constraints, which copies rotation from thigh_fk.
MMD is fine for posing, but in Blender (and many other 3DCG softwares), you can use something called Rig (not to be confused with rigging).
When adding metarig fails in MMD Tools Append, it’s always because bone names are wrong.
There are many ways to convert FBX models into PMX.
You should try this toon setup:
NPR (aka toon shading) stands for Non-Photorealistic-Rendering.
For easy preview, you can use Workbench. Set lighting to Flat and color to Texture. You can also set View Transform to Standard.
If your material is using BSDF nodes or Emission, you can convert them into MMD shader (MMDShaderDev).
Adjust MMD Material > Alpha to add transparency.
You should try this toon setup:
With texture baking, you can combine multiple textures into one.
Import the image to Krita and right click -> Alpha into Mask.
You can disable overlay for one viewport while keeping the overlay for the other.
UV morphs look like this:
You need to click Enable Animation, and press space to start animation.
There are many ways to convert FBX models into PMX.
With texture baking, you can combine multiple textures into one.
When using Cycles, if the model has two or more meshes in the same place, it might become transparent.
3d model needs to have clean topology so that when rigged, vertices will move smoothly. Auto remeshers will make retopology easy. Blender has a built in reme...
This is the method I use.
You can scale the model by scaling the empty (root object).
When adding metarig fails in MMD Tools Append, it’s always because bone names are wrong.
SDEF is a different kind of skinning algorithm. Blender uses BDEF (bone deformation), but in MMD, you can use SDEF (spherical deformation).
For messed up normals, you can fix it with Data Transfer Modifier.
Some models look weird because edges become visible when it shouldn’t.