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Mostly for newbies like mE- If you want to skip to the modeling part of the process where you can get close to the details. I mega recommend making a preset clothing of a: - TankTop (For Shirts/Sweaters/Jackets/etc) - Shorts (Pants / Shorts / Skirts) - Sock/Slipper (Shoes) You can skip the majority of the fitting process and go straight to adding + detailing. (For me it saves about 15 minutes, less if you hold down the practice). For those who want a finish your work faster + for those who are racing time.
[TUTORIAL] Fixing Transparency in PMX & MMD
It's an easy fix for both o7ob Let's start with MMD.
PMX Editor: Adding Grips
Would you like grips like these?
In this post I will teach you how to add grips to your MMD Model. First, make sure you have the following plugins to help you towards this tutorial, and proceed forward.
The PMX Editor I use is “English PmxEditor x64″ or PMX Editor Ver 0.2.2.2_t1.1 (Translated by EosCustom3D). This should work for every version, however if it doesn’t please use the latest version of PMX Editor currently available.
After you download them, make sure to unblock them and unzip them. > Grips X2
> Grips X2 Sorter
> Each Grips This is completely optional but I strongly recommend to put these plugins under the Plugin_ > User folder in the PMX Editor. (This makes it easier since you’ll open the plugin within the PMX program). After successfully installed, load the model in PMX Editor. Copy and Paste “ 手 “ character ( Or type Te on the Japanese keyboard, it means “Hand”) [Only if you plan on having the EXTRA grips) Go to the PMX Editor window and hit Edit
Edit > User > GripsX2 It should open this window: It should look like this be default:
Paste the “ 手 “ character on both of these boxes (it’s in the near bottom left corner of the window):
That’s all you need to do with this window. After you pasted the character in the window, press the button where the red line is. Or the (R) button.
Don’t worry if you get this window:
It’s an equivalent to “Are you sure?” so you can press yes. Next, go to Edit > Plug-in > User > Each Grips > 握り拡散 002
This caused the Grip Bones to reorganize a bit on your Bone Tab. Now the grips should be under the wrist bones.
Here is how they should look like:
If they look like this, do not worry. It’s completely normal:
Test them on MMD or the testing view of the PMX Editor make sure they completely work.
PMX Editor: Editing Illusion Hair UV Mapping for TDA texture
So you’re using Illusion hair (back/front/side/etc), and you really like how a TDA Texture looks with it. But it looks like this:
You need a program called UVEditor, you can use the “Run Plug-in DLL” option; however I placed the program under the User folder in the PMX Editor folder I had (hence the “Plug-In” option).
Once you open the program and select the hair. It should look like this:
Select all the wireframe/mapping of the hair and scale the UV Map/Wiring of the hair to the section of the texture. This is the first option; where I initially wanted the hair to match with the bangs.
Or, you can change it to this to give the illusion that the hair has more strands
Make sure to select Apply Change and everything should be okay :D! (An alternative option is to edit the TDA texture and crop the hair strands instead).
PMX Editor: Getting rid of the [ unremovable ] Display Pane options.
You don’t know how they appear, but you find your model having 2 or more bracketed panes that you can’t get rid of.
You have 2 options: > Find a tutorial to get rid of them > Screw it they’re here now.
WELL I HAVE A SOLUTION
I’m not crazy, I swear I have a solution.
First you must obtain the Original Source of the Bone Sorter Plugin (If it doesn’t work for Google Chrome, feel free to use it on Microsoft Edge or other.) It is a safe program, so far I have obtained no problems when using it.
After you have obtained the plugin, organize it somewhere safe you can easily find it (I put them in the PMX Assets folder).
After you placed them, go to your PMX Window and click on Edit > Run Plug-in DLL. It should open a window similarly to the bottom right corner of the image.
Select the dotted button.
Search for the BoneFrameSorter folder and select the .dll option
After you selected the file. This window should open.
Click on the (R) button.
It should open your file to only txt file options; select BoneFrame_X
After you have imported the “BoneFrame_X” file, click on the (X) button.
It’ll reset your Display Pane like this. It’s up to you to keep it this way or you can rearrange it to however you like.
For reorganizing purposes, here are some resources available:
Excel Model Translation (InstinctAnimations Edition)
Excel Model Translation (KyCodeNik Edition)
Learn MMD Bone Reference Chart
Xoriu Faciel Expressions Chart
PMX Editor Hair Glitch
If you use Illusion-styled hair, you’ll come across a common problem that most new individuals in the Modeling section of MMD don’t know how to fix. First, I’ll love to show a video tutorial by Astria I used that helps with this. However if you still can’t understand, I can show you via screenshots.
Select the main bone the hair is selected to. If you commonly use RageXYZ edit’s of the Illusion hair, the main bone is normally called “A00_J_kamiBtop”.
Replace the “ A00_J_kamiBtop “ title into “ 頭 “.
After you successfully changed the bone’s name. Go to Edit > Bone > Merge bones with the same name.
If you couldn’t understand why this was a necessary procedure. The reason is because it’ll merge the new “ 頭 “ bone into the pre-existing “ 頭 “ bone. (If they do not merge, either there are spaces in-between the characters or it was pasted incorrectly.) You’re model should no longer react like this:
Instead you should NOW have the hair move neatly like this:
PMX Editor Hair Falling
Do you have this problem?
Go to the Joint tab in PMX Editor. If you notice, the joints that are falling, they normally do this because in Body A they don’t have anything to connect to.
If the joint doesn’t have anything on Body A, the reaction the model will do is fall from it’s original placement. This is also a common problem in MMD and can be almost the main reason most Models crash in MMD.
Since the issue was the hair, I chose the Head Body to be the main anchor for them. However, this might not work if you have the same problem in a different placement on the model (just choose the appropriate Body and you’ll be good to go)