HOME | DD

harryhack91 — This is why I hate Edits and PMD Editor

Published: 2013-02-03 12:32:54 +0000 UTC; Views: 4752; Favourites: 18; Downloads: 7
Redirect to original
Description Damn it, why people can't just test the models before publishing them? This is the second time that I found a model as bad edited as this one. But it's not only problem of the person that made the edit of course, but he/she could have tested the model previosly to releasing it to the public...

But the problem is also because the software, PMD Editor, that is very limited (well, I used the old translated version by , but I compared the screens with the latest version of PMD editor and didn't see any big changes...). In fact it's not a REAL 3D EDITOR, it's just a model editor...

THINGS THAT SHOULD HAVE TO BE CONSIDERED A 3D EDITOR

- Possibility to add primitive meshes
- Add new vertexes to the existent mesh (subdivide, knife, edge loop...)
- Mesh modifiers like SubSurf, Mirror...
- Selection by faces/edges/vertexes (only vertex selection avaliable)
- Occlude background geometry (this means hiding the vertexes that are not really visible from the point of view)
- Select linked mesh (this means selecting a piece of cloth with a single click for example, there is a filter by material, useless if you want to reassign materials)
And surely I forget something, but at least that is the most important... Uuuuff, I feel much better now.

----------------------------------------------------
Fixed version of Nakao Teto bikini by (deviantART: Elea123; youtube:Elealeonie)

INHERITED RULES
-credit me please (deviantART: Elea123; youtube:Elealeonie), as well as Nakao
-DO NOT redistribute UNLESS you edited her (recolors DO NOT COUNT as edited)
-you are ALLOWED to edit if you CREDIT me
-DO NOT use these models for hardcore violence or extreme sexual themes.
-DO NOT put any guy's head on them (that means, don't put for example Len's or Kaito's head on it)
-DO NOT state as your own model or own edit
OWN RULES
-Just credit me, as well as Elea123 and Nakao

FIXES
- Removed weird rigid bodies (Physics)
- Corrected bone bind(starting) positions of the foot
- Deleted duplicated center bone and adjusted bind position
- Weighted(attached) a facial that was not weighted to any bone

KWOWN ISSUES
- Pendant without physics

CREDITS

-Original Edit by (deviantART: Elea123; youtube:Elealeonie)
-Fixes by me(harryhack91)
-base: Duekko on deviantART
-hair: front hair: Animasa Neru
ahoge: Nakao 19 year old Neru
twindrills: militaryP
-bikini top: Animasa Miku bikini (texture edited by Elea123)
-bikini panties: Nakao Miku 1.04
-flower: MMDfakewings on deviantART
-necklace: mmdmiki

Download [link]
Related content
Comments: 30

MooJoongSoo [2017-07-30 03:26:42 +0000 UTC]

kkkkkkk itsn't fault of PMXe, It's yours kkkkkk the PMDe only save the actions what you do in the model :v

👍: 0 ⏩: 1

harryhack91 In reply to MooJoongSoo [2017-07-30 09:10:44 +0000 UTC]

Not my model, I've never used PMDe and I never will. PMDe is too much simple and that renders to inexperienced people using it to create aberrations like the one shown on the picture.

👍: 0 ⏩: 1

MooJoongSoo In reply to harryhack91 [2017-07-31 03:24:24 +0000 UTC]

aberration xD ajajajajaj ok ok :v

👍: 0 ⏩: 0

vasilnatalie [2016-06-12 14:28:43 +0000 UTC]

Not sure why you're getting resistance.  You're right, PMXE is a really poor way to edit meshes compared to Blender.  That's fine though, Blender works.  I don't really see the need for all the duplicated functionality.  All of that work that went into making PMXE could have instead been put into making a great Blender (or whatever) plugin.  The existing plugins all have their problems.

As has been mentioned, PMXE does have a knife, primitives, and a mirror (although they're all cumbersome compared to Blender).  In case you find it useful, it can also:

1) Select linked.  This only works with faces selected and enabled for some reason.  With at least one face selected, hit ctrl-X.

2) Select face.  Try the triangle selection icon up at the top of the screen.

3) Occlude background.  This is the first kanji on the bottom of the screen (just to the right of the "display joints" icon).  Click to toggle it on and off.  Essential for weight painting.

👍: 1 ⏩: 1

harryhack91 In reply to vasilnatalie [2016-06-13 08:03:32 +0000 UTC]

I suppose that the developer who created PMXE decided to follow the philosophy of MMD. That is simplicity. With MMD anyone with zero knowledge in animation can create an awesome one, thanks to the features that allow you to import camera and model motions plus the simplicity of the user interface. That's why PMXE is a simple editor.

Despite that simplicity PMXE has some advanced features too, but I didn't heard yet of anyone creating a model from scratch in PMXE. Most MMDers use Metasequoia, probably a pirated version since the free community edition doesn't allow to use plugins (such us the PMX export plugin).

By the way, while it's true that there isn't any perfect MMD plugin, this one gets really close
github.com/powroupi/blender_mm…

Disclosure: I collaborated (just a bit) on the development of this plugin for Blender and I can assure you it is very complete. With this you will not need to use PMXE ever again.

👍: 0 ⏩: 1

vasilnatalie In reply to harryhack91 [2016-06-13 20:13:07 +0000 UTC]

I use MMDTools.  It's the best Blender/MMD plugin that I've found, but it requires a lot of model prep in PMX.  There are a lot of things that won't break MMD or PMXE that'll prevent a successful MMDTools export-- probably the most obvious thing, to me, is that having any textures assigned whatsoever will prevent successful export.  For me, at least, and I haven't changed Blender from its default settings.  I do appreciate MMDTools a lot, but I wouldn't say that it even comes close to perfection.  My beginning steps with it were exercises in frustration.

If you're still involved in MMDTools development, and are interested, I'd be happy to share my list of issues with it.

Beyond that, I still find PMXE important for physics, and do all my rigging and weight painting in it.  There are already disagreements between PMXE and MMD regarding deformation; I wouldn't want to sandwich yet another moving part in there.  I believe I could do weight painting in Blender, but don't know how to get started.  I want to.  I've been looking for any info on the subject.  If anybody feels like writing a tutorial on it I would be super grateful

You've got a point that PMXE's simplicity is a point in its favor.  If I had tried to go straight to Blender from Day 0, I probably would have given up.  Glad that I didn't.

👍: 0 ⏩: 1

harryhack91 In reply to vasilnatalie [2016-06-14 09:02:59 +0000 UTC]

I think we are talking about the same plugin. But the one that I linked is an updated version that doesn't break with textures and has much more features, just go and give it a try.

That version that I linked is what we the developers call a "fork". That is a version of a software based upon another version, normally the original version which we call "vanilla" or official version. The development of the vanilla version has stopped since 29th August of 2015, because the developer who maintained the project either abandoned it or he/she is too busy right now. Happily powroupi is still maintaining the project on his fork (that's the link on my previous comment). Probably most of the issues, if not all, are already fixed in that version.

If you still find some issue just post it here github.com/powroupi/blender_mm…
Feel free to contact me as well so I can help to fix the issue.

About the weight paint. The process to weight a MMD model is not different than the standard, just look for a "Blender weight paint" tutorial and you should be fine. Just a note, there is more than one way to weight paint a model in Blender. The one that works with the plugin is "by vertex groups", which means that each bone has associated a vertex group, and weights are defined by "how much" a vertex pertain to a vertex group.

👍: 0 ⏩: 1

vasilnatalie In reply to harryhack91 [2016-06-14 13:48:15 +0000 UTC]

Thanks.  That looks like a different version.  Unfortunately, it's got issues (worse issues).  My simple import-export test (import a model, then export it) gives me a .pmx with all my vertices, but no bones, materials, or morphs.  That's not going to work.  I think this import-export test should be the absolutely first thing that any plugin gets right.  None of them do.

I'm sure there's some particular thing I'm doing wrong, but it's not documented on the page linked or in any of the attached readmes, and it's specific to the fork.  Failing a simple import-export this drastically doesn't give me any confidence that it's worth learning this fork's particular issues.  It took me weeks to understand unforked MMDTools' issues.  The original would have choked on the textures, but at least given me an error message.

github.com/powroupi/blender_mm…

👍: 0 ⏩: 1

harryhack91 In reply to vasilnatalie [2016-06-15 12:08:45 +0000 UTC]

I left a reply on the issue you posted. I tested the import-export with the model you posted and it worked fine. Check my reply there for more details

👍: 0 ⏩: 1

vasilnatalie In reply to harryhack91 [2016-06-15 22:56:37 +0000 UTC]

Thank you.  I think I've tracked down some useful info regarding the problem.  Also listed issues persisting from pre-fork.  Discussion continues there, of course.

👍: 0 ⏩: 1

harryhack91 In reply to vasilnatalie [2016-06-16 10:16:35 +0000 UTC]

Ok. Well I'm subscribed to the issue so there is no need to notify me through DA anymore. I have posted some suggestions to fix the bone sorting issue, I'm waiting for powroupi to review it, then I will start implementing a fix for it.

👍: 0 ⏩: 0

DonDeloro [2014-11-04 03:04:08 +0000 UTC]

serious work thanks

👍: 0 ⏩: 1

harryhack91 In reply to DonDeloro [2014-11-04 09:14:01 +0000 UTC]

LOL, You're thanking me for everything, but here... Oh, I actually tried to fix that model HAHA. I thought that I just posted that picture for complaining of PMD Editor and Edits xD, I didn't remember that I fixed it, or at least I tried.

👍: 0 ⏩: 1

DonDeloro In reply to harryhack91 [2014-11-04 13:32:47 +0000 UTC]

many Models looks good for Pictures and working in Motion absolutly bad

👍: 0 ⏩: 0

KaasuP [2014-10-23 16:18:32 +0000 UTC]

It's really quick to fix, really

👍: 0 ⏩: 0

Vanmak3D [2014-04-11 08:07:02 +0000 UTC]

PMD editor may be limited but at least it has default primitives, a knife tool and mirror editing option.

It sure isn't a proffessional and full fledged 3D program, but at least it is the only way to complete models intended for MMD.

👍: 0 ⏩: 2

DesertDraggon In reply to Vanmak3D [2017-10-19 21:53:48 +0000 UTC]

Where is this knife tool I need this thing stat. 

👍: 0 ⏩: 1

Vanmak3D In reply to DesertDraggon [2017-10-20 10:08:28 +0000 UTC]

adv panel

👍: 0 ⏩: 0

harryhack91 In reply to Vanmak3D [2014-04-11 12:28:40 +0000 UTC]

By the time I posted this, I think that the latest version available didn't have those option, or at least not the PMD that I had.

On the other hand, one big problem that has PMD Editor is the language, there are some translations over there, but the latest version is only in Japanese. And the translated version are non-official, I didn't know the method, but it seems that the authors of those translation injected the translated Strings somehow, but since the program is not intended for the lengths of those strings it don't fit well in the visual interface.

It's not the only way to complete a model for MMD, the Sugiany's Blender MMD Tools are very complete , even the Physics are handled (either for import and export), I haven't tested those yet, but it seems awesome.

👍: 0 ⏩: 1

Vanmak3D In reply to harryhack91 [2014-04-12 14:57:13 +0000 UTC]

This video is about importing a ready made MMD model for use in blender, not about rigging and exporting.

The limited english PMD editor has those options. Chances are you didn't look for them enough.

As far as my knowledge in MMD modeling goes, PMD/PMX editor is a very nesessary part due to the IK leg bones settings. I don't know if blender can export IK bones to the PMX format and make them work properly with motion data, but other similar programs cannot. For example, 3Ds max cannot do it without the settings messing up even if there are export scripts for the PMD extension.

👍: 0 ⏩: 1

harryhack91 In reply to Vanmak3D [2014-04-13 15:14:16 +0000 UTC]

Yeah, maybe I didn't choose the appropriate video, those set of scripts are more than just import/export scripts, as you could see they recreate an MMD Environment in Blender, but there is also an option to export a model to PMX, and as far as I know there is not any problem with the IK.

Since Blender is an Open Source Software there are better add-ons and plug-ins provided by the community, I'm sure that in 3DS Max or other privative software they only give you a limited access to the API

If you like PMD Editor it's fine, it's your opinion. But Blender has a lot of useful features, that as far as I know PMD Editor don't have like: the 3 selection modes, by edges, by faces and by vertexes(in PMD Editor this is the only mode available), a lot of selection tools like: select linked mesh, select edge-loop, inverse selection, weighting mask: this means that you can constraint the vertexes that you will work with, so for example you can safely weight some shorts without messing up the weighting of the body, etc...

I just don't feel comfortable working with PMD Editor

👍: 0 ⏩: 1

Vanmak3D In reply to harryhack91 [2014-04-13 19:31:10 +0000 UTC]

I think I went a little off topic. I meant PMD editor is an important part of MMD because it's the only way to successfully rig an unrigged model for MMD. You can do rigging in blender, 3ds or meta, but the leg riggings won't work in MMD if PMD editor isn't involved. If you meant solely editing ready made models, I pass, there won't be bone problems.

I don't think PMD editor is good as a 3D modeling / editing software, I never really saw it as such. I only see it as a rigging and collissions software, and it does this job well most of the times. I just wanted to tell you that due to language barrier there are a few functions that we can't easily see without a translation.

👍: 0 ⏩: 0

ARIE2NITE [2013-12-10 00:08:54 +0000 UTC]

First there is nothing wrong with the software
Second just rigg the bikini top to the bone you want it too follow
That's it

👍: 0 ⏩: 1

Dewani90 In reply to ARIE2NITE [2017-06-12 09:14:08 +0000 UTC]

but that's not the problem sometimes, have you tried to load a model that has 5 or 6 full sets of physics attached?, it just doesn't move. (when that happens i just get rid of everything and rig the model to my favorite skeleton with added physics)

👍: 0 ⏩: 0

Pixelated--Coffee [2013-06-13 03:57:18 +0000 UTC]

stop whining and fix it yourself gdi

👍: 0 ⏩: 1

harryhack91 In reply to Pixelated--Coffee [2013-06-16 18:54:00 +0000 UTC]

That shouldn't be a problem if PMD editor were a good 3D editor, I may try to import it to Blender and solve the problem there, or even better, create my own models with Blender(in fact I'm learning modelling, but I need more practise).

👍: 0 ⏩: 1

Pixelated--Coffee In reply to harryhack91 [2013-06-16 18:58:59 +0000 UTC]

Or you can stop complaining about a program meant for a small market compared to Maya, XNAlara, etc.


Besides, you're only saying that is because you don't know shit about the program. There are other people who use PMD nad don't complain.:/

👍: 0 ⏩: 1

harryhack91 In reply to Pixelated--Coffee [2013-06-16 19:44:47 +0000 UTC]

Maybe I'm not an expert of PMD editor, but I explored almost every option, I also read some tutorials and worked a little with it, and comparing it with my knowledge of Blender I can say that, maybe PMD editor has a simpler user interface, but it's most difficult to use than Blender, because you have a larger set of tools and options in Blender that will help you with the modelling process. Can you select an Edge Loop in PMD editor? Can you add primitive meshes(circle, sphere, cube...) in PMDe? As far as I know that's not possible in PMDe. How can you weight a tie to the bones if you have to be careful of not select the vertexes of the shirt or the body? Filter by material? What happens if the material of the tie it's the same for the shirt? In Blender that can be easily solved in many ways, but with PMDe you need to do some dirty workaround.

👍: 0 ⏩: 1

Pixelated--Coffee In reply to harryhack91 [2013-06-16 21:10:27 +0000 UTC]

Blender is a model making tool. PMD editor just exists for people who have MMD to edit models and use them in said program. That's why pmd editor doesn't have those options.

And for the tie option, its easier to make it and attach to the model. Or make

👍: 0 ⏩: 0

Suzuguintou [2013-05-04 18:19:02 +0000 UTC]

But you really can fix all of that.

👍: 0 ⏩: 0