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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
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.