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My way to export/import XPS models in MMD
Many mmd editors use to export the models in OBJ or X format, then import them in PMD/PMX Editor and re-rig them from scratch. A terribly hard and long work. This is a possible choice (actually the one choice) if your starting model doesn't have bones at all. Let's say, you find a Super Star Destroyer model, with no bones, just the 3d mesh and its textures. Yes, you have to convert & import it in PMX editor and then if you want to add some bones to control turrets, cannons, hangar bays and so on, you simply have to weight the parts of the mesh you're interested in.
But when you have a working skeleton yet, it's simply foolish to not use it and to rig the model again. OBJ/X format conversion looses model's bones. The way I'm going to show you avoids this issue and save a HUGE amount of time.
Still this is not an easy task. There is no “From XPS to MMD in one click!” magic wand. XPS and MMD work differently, manage textures, morphs/expressions, lights and bones in different ways. Any model you convert from XPS to MMD will have some differences between the two environments.
This tutorial won't cover how to use Blender, how to use XPS or how to use PMX editor. I'll assume you have the very starting bases to install and use these apps. I'll show you what you need and the steps you have to follow to get a working PMX model, and how to save a lot of time without need to rig again a model from scratch, but you'll still need a lot of work to adjust the models you'll work on.
Finally, please take a look at “credits & rights” chapter. Always consider that most of XPS models have been extracted/ripped from videogames or converted from third parts original models. The operation of converting a model from its original format into MMD format doesn't absolutely make you “owner” of any right on the converted model (unless you're the original author yourself).
So, in the name of all gods, stop adding those stupid restrictive conditions like “don't edit / don't redistribute / dont' take parts” and so on, when sharing a third part converted model.
And in the name of all gods, please, NEVER, NEVER try to gain anything (including DA points) from distributing them.
Having converted it in PMX format doesn't make it yours!
Added Hogarth-MMD's suggestions about "unused bones" removal and other useful scripts to remove non-diffuse textures before exporting the model from Blender into PMX format.
Corrected some errors (sorry for my poor english).
Credits about this guide:
Riveda1972 riveda1972.deviantart.com (author of this guide)
KammyYx kammyyx.deviantart.com (Sarah Bryant mesh mod shown in the tutorial)
XNALara Italia xnalaraitalia.deviantart.com for XPS
Blender 2.76, PMX Editor 2.2, XPS 11, LibreOffice Writer, Corel Paintshop Photo PRO XII.
Sarah Bryant is an original character from Dead or Alive 5 videogame series and owns to Teamninja
when i export from blender on pmx, the model didnt appear at all on pmx editor (like, at all, nothing)
if i export from blender into pmd, the model appear in pmx editor but its all black and semi-invisible...
i dont understand the problem.. textures are good and in right place, bones are here (still messed up , but thats not the problem)
any ideas how to fix that ?
i make lots of scenery right now, and it export everything good for scenery.. thats weird, maybe the bones make a bug...
but i follow good tutorial and export from xna to blender and the bones appear later when i finish on blender. only the model didnt appear correctly (not at all, or all black/invisible like shadow)
i m gonna try again later and see if it work now. because its very strange that it work great for scenery but not models.
i find the problem
it was simple in fact. it was the material color setting that was wrong. it was
Opaque = 0
ambient = 0.8 (all 3 lines)
i fixed it by turning ambient into 1 and opaque to 1
i just have to find a way to fix the chicken legs (i follow tutorials but i cant figure how to "fix" the IK legs..
i need more practice XD
i have similar problem with another model i just tried, i imported the whole bones structure and adjust everything, but its lookli ke not connected to te body, soo the bones moves/dance in game (can see the model moving around) but the model itself stay idle. its like some cardboard thing XD
do you know a way to merge the bones to the model ? i checked some tutorials, but its not clear or not what i search
pmd make 400+ ko of size (model is here but all black invisible)
First of all you have to put the folder with plugin scrips into the Blender plugin folder. Supposing you have Blender 2.78 64bit installed, your main addon directory is under:
C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\
This means that you have to put the plugin folders (with all of their files within) under this folder. You'll have something like this:
C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\blender26-meshio\
C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\XNALaraMesh\
the 1st contains the addon scripts to import/export PMD/PMX files into Blender
the 2nd one contains the the addon scripts to import/export XPS and .mesh files into Blender
Now... once you have put them here, you must activate them. Launch Blender, go to "File" menu and choose "User preferences". Under Addons import/export you should find the new added plugins under the list of import/export formats. Be sure to have them "checked", in order they work for you
Consider that the most frequent issue is caused by "load order" of transparent textures. In PMX you should push all transparent/half-transparent materials on the bottom of material list, first of all or you won't see them correctly once loaded in mmd
Thank you so much for your amazing help with this tutorial.
I'm trying to install the plugins into Blender, but I don't find any "plugin" folder in the directories of the programm. Do you speak about the "addons" or "addons_contrib" folders ?
I'm trying to install them but I don't understand how to do : copy and paste what to what ? Use the button "Install for file" in User Preferences in Blender (which actually does nothing, nor with the .zip nor with the setup.py of the plugin) ?
I used to export in mesh.ascii because my old blender supported it, then I exported it to Metasequoia, then in .x to MMD, before rigging everything by myself. It's quite hard, and I would like to spend less time in sub convertions.
This Blender python script cycles through all textures of all materials in the scene and disables all textures for each material except the first texture. Run this script from the Blender text editor before exporting an XNALara model to .pmx or .pmd. Then the textures of the exported model will display normally instead of appearing all black, for example.