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[MMD] XNALara to MMD Model conversion guide (v1.1) by Riveda1972 [MMD] XNALara to MMD Model conversion guide (v1.1) by Riveda1972

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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!

UPDATED 26/12/2016
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)
Hogarth-MMD
hogarth-mmd.deviantart.com
XNALara Italia
xnalaraitalia.deviantart.com for XPS

Programs used
:
Blender 2.76, PMX Editor 2.2, XPS 11, LibreOffice Writer, Corel Paintshop Photo PRO XII.

Notes:
Sarah Bryant
is an original character from Dead or Alive 5 videogame series and owns to Teamninja

:iconriveda1972: :iconkammyyx: :iconhogarth-mmd: :iconxnalaraitalia:

Add a Comment:
 
:iconpenny6:
Penny6 Featured By Owner Jun 23, 2017   Traditional Artist
I have a problem with the transparency textures in PMX.
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:iconriveda1972:
Riveda1972 Featured By Owner Aug 22, 2017
What kind of problem? :)

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
Reply
:iconpenny6:
Penny6 Featured By Owner Aug 22, 2017   Traditional Artist
Never mined. I figured it out^^
Reply
:iconbuidoi8x:
buidoi8x Featured By Owner Apr 28, 2017
Thanks for you tutorial.
When I import to Pmx, Must I weight model again?

i.imgur.com/q2jOukM.png
Reply
:iconriveda1972:
Riveda1972 Featured By Owner May 25, 2017
No, the way I've explained is meant just to allow you to not re-weight the model, keeping safe bones and weights :)
Reply
:iconpekoetea:
PekoeTea Featured By Owner Edited Jan 30, 2017
I don't suppose you know what this error means do you? sta.sh/014yllgmhltm

It's my first try at converting a model when this error popped when I attempted to export it as a pmx
Reply
:iconriveda1972:
Riveda1972 Featured By Owner Jan 30, 2017
It's a too common and frustrating issue with some XNA models. It means that something in the original model you're exorting doesn't work as expected, so the exporter script fails. I've read somewhere that the original model needs to be fixed before to try exporting it, but I haven't had the time yet to learn how, for now. :(
Reply
:iconpekoetea:
PekoeTea Featured By Owner Jan 30, 2017
So that means as of right now I can't convert that model? 
Reply
:iconriveda1972:
Riveda1972 Featured By Owner Jan 30, 2017
I'm afraid yes. You should find what kind of issue the model has. Many models, for example, have issues with xna "root" bone, similar to mmd mothebone.
don't know actually how to fix it :(
Reply
:iconnyalinaa:
NyaLinaa Featured By Owner Edited Jan 17, 2017  Hobbyist Digital Artist
Hello =)
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.
Reply
:iconhogarth-mmd:
Hogarth-MMD Featured By Owner Dec 26, 2016
Here is a helpful Blender python script:
sta.sh/0fxuvo7kxz

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.
Reply
:iconriveda1972:
Riveda1972 Featured By Owner Dec 26, 2016
I've also added this one, and of couse mentioned you in credits :)
Reply
:iconhogarth-mmd:
Hogarth-MMD Featured By Owner Dec 26, 2016
I think that one of the first steps to converting an XNALara model for MMD in Blender is to delete all "unused" bones and delete all "unused" vertex groups.
Reply
:iconriveda1972:
Riveda1972 Featured By Owner Dec 26, 2016
Added you suggestion to guide :) Thanks
Reply
:iconhogarth-mmd:
Hogarth-MMD Featured By Owner Dec 26, 2016
MMD models in Blender
hogarth-mmd.deviantart.com/jou…

(I just added this link to my MMD models in Blender journal entry. Thanks so much for all your efforts, Rivedale. :-)
Reply
:iconjalmod:
Jalmod Featured By Owner Dec 26, 2016  Hobbyist General Artist
awwwwwesome La la la la La la la la La la la la 
Reply
:iconriveda1972:
Riveda1972 Featured By Owner Dec 26, 2016
Thanks :)
Reply
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