#mmdtechsupport
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mmdtechsupport · 8 years ago
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The wonderful ShinyWarg has shared their translated version of the UVMap editor plugin!
Make sure to thank them!
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mmdtechsupport · 8 years ago
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I've encountered problems with the x-rotation bones where moving the x-rotation bone would move the whole arm or forearm for some reason. I have no idea what causes that glitch, it's beyond me...
My best guess is that the weighting for the arm is all on the x-rotation bone. Either that, or there’s something up with the child-parent order structure, and the strength of the x-rotation bone [since it’s a magic bone]. I honestly wouldn’t know because I have never run into x-rotation bone problems, so I’m really sorry I’m unable to help. I was searching for tutorials that might match your problem description, but the ones I found were out of date/had feedback that didn’t prove to help much. I’m really sorry I can’t give you anything concrete. I hope the other mods/other people who see this pose might know something that is more helpful.
EDIT; I found something that might help you? It didn’t show up in my initial search, but try cacti-sloom’s turotial on rotation bones.
-Mod Antisignia
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mmdtechsupport · 8 years ago
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Heart Hands!
Here you are! I finally finished the tutorial! Most of it is just showing you how to do it so I hope it isn’t too confusing. I narrowed the video down to just a few minutes so you didn’t have to sit through half an hour of boring posing. I also included a download link to the poses I’ve made if you would like to check that out! <3
If any of you have any questions or would like me to slow it down, feel free to ask! And if you need any other posing tutorials/walk-throughs, feel free to poke me! -Howl
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mmdtechsupport · 8 years ago
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Proper Capping!
Here we are! The much anticipated tutorial. I know, I know. It took forever for me to make and upload but I just wanted to make sure you all got the most for your buck in this case. I’m pretty happy with how this turned out-
As always, if you have any questions, feel free to ask them! -Howl
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mmdtechsupport · 8 years ago
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Selecting In PMXE: Adding/Subtracting from Selection
Idk about you but it took me ages to learn this in PMXE :’D When using the selector tool as you’re working with material/parts, bones, physics, joints, you name it, Shift+Click = adding to what you’ve already selected Ctrl+Click = deselecting from what you have selected.
I did not know what was a thing.
Just in case someone else needed the trick, here it is!
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mmdtechsupport · 8 years ago
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this is also really neat, I personally have wondered if a tutorial for single eyed beings has been made. I'm really happy to find that it has, and it's by the wonderful spaghettibumf! Go check their tutorial out!
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mmdtechsupport · 8 years ago
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I know this sounds super cheesy, but it’s simple!
Lots and lots of practice. I know you’ve heard this thousands of times from artists of all sorts of mediums but it’s true! References, tutorials and practice is how every artist grows from a beginner to a master. No one starts out as amazing as their eventual potential will be. No one starts out knowing how to pose like a god. No one starts out being able to edit like a professional. No one starts out being able to create complete professional-grade models. It’s all a part of trial and error.
For me, it took me eight years to get to where I am today. I was slow at the start and, since two years ago, my progression has skyrocketed. I still have plenty to learn and I am learning something new every single day! But so long as you keep an open mind and you strive for improvement, I know you’ll get there in time.
My advice is, try to master multiple mediums before trying to model things. I promise you, it will help you in the long-run if you already have a fair grasp of anatomy and a sharp eye for detail. But please don’t try to rush yourself. The key to improvement is lots of time and patience. Good things come to those who wait.
Please don’t give up on your dream, your job or your hobby- but please also don’t stress about yourself not doing enough. Take it at your own pace. Don’t let anyone tell you that you are not good enough. Everyone started from the bottom (and now we’re here!). So long as you stay in good spirits, I know you’ll make it far.
Thank you for asking me, Xeliicious~! <3 -Howl
Additional from Mod Antisignia;
I agree with the "learn multiple mediums before modelling" thing. I got good at life drawings/drawing from life, which focused on realism and shading/values, which got me to have the tutorial for adding cheekbones to models via texture editing.
Practice is always gonna make perfect, I guarantee, and the more time you put in, the better the final result (*cough cough* like my model Etienne). As for posing, I'm a broken record with saying this and y'all are prolly sick of me, but references/acting it out yourself are the ways to go. Really study the way the pose works, find the "s" and "c" shapes in your references and once you have the movement of the pose down flat, you just do the details.
I'll have to include an example as to what I mean later, since that last part is something I learned from drawing from life. Please someone remind me. But yeh, Xelii, you are great at MMD in my opinion, I love your aesthetic and hope you are comfy with it too. 👍👍
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mmdtechsupport · 8 years ago
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I knew this tutorial existed but for the life of me, I could never find it when I needed to use it. Here is cacti-sloom's awesome third eye tutorial!
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mmdtechsupport · 8 years ago
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guess who’s back
back again
other mod is back,
back again
- -
Some ground rules, I guess? idk
I changed up my online stuff, I’m no longer SleepySocio, I’m Antisignia-Reform.
If I don’t know you personally, I’d really appreciate it if you reffered to me Antisignia, or Antisignia-Reform, alongside with the “they/them” pronouns. Please do not use “Signia” unless I give you permission to. I know, we all like shortforms, but please do not use shortforms of my name/title. Thanks in advance.
Onto what I really want to talk about: mmd image stuff
this time, I’m looking forward to provide the following to you:
give render/mage composition tips
feedback on renders/images you are close to finishing + completed renders/images
design guides for models, scene structure
visual planning [idk how else to say what I mean]
Keep in mind, I am only offering to give full critiques to concrete renders [intermediate-level to complex-level], so I can’t/will not answer everyone.
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mmdtechsupport · 8 years ago
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Texture Tutorial - Adding Cheekbones
[Following text is also in description of the tutorial post]
▲ Notes on Tutorial  ▲   
For Step 2 - the half triangle will give you sharp, tall cheekbones, and works very well if the mesh of the face is built in that tall shape. Think of sullen cheekbones; ones you see on 40yr old rich white men. You know what I mean? [Basically, a bit skeletal, makes the skin appear thin.] If you don't want this look, experiment with the shape you draw in that space. If you want a shadow that goes along with a square jawline, extend the lower leg of the half triangle to more towards the shading of the face's edge. Then you just thicken that stiff/box-like "C" shape a bit, and blend. For Step 3 + 4 -  Arx's cheekbones turned out closer than I thought, which isn't what I wanted. They were also lower than the curve live on the mesh's cheek structure. I transformed the layer [you'll be screwed if you merge the new layer, so //don't do it//. For Step 5 - The cheekbones were positioned right this time/to my liking, but they were dark, so I turned down the layer opacity to make them less dark. Layer opacity is your best friend, okay? //Life saver// In my opinion, the harsher the shadow, the older it will make the model seem [since the cheekbone is then very prominent]. So then, to make the shadow less harsh, turn down the opacity level of the layer :') That's all, folks. Thanks for reading this, hope it helps.
Here’s the tutorial:  ▲
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mmdtechsupport · 8 years ago
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Content coming soon!
Hey, Socio here A texture tutorial is coming soon, so I'm excited about that! Hope you guys are too :') Really sorry that this blog has been quiet for a while. I actually kind of forgot it was a thing that existed because my memory has been shit as of late. So yeh, hope to get that tutorial up soon! Thank you all ;v;
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mmdtechsupport · 8 years ago
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OBJ to PMX - long way 'round
IMPORTANT NOTICE: For 3D files that are not obj, likely from other creators, make sure the part is either free for use [be moral and credit the source] and that you are allowed to edit/convert the part! Don’t be a dick.
This is for;;
when PMXe doesn’t let you directly import .obj into the editor to save as “.pmx”.
when Blender doesn’t let you export .obj to .pmx even though you have the mmd_tools plugin.
when you have a part that is not .obj.
Process basically goes;;
Method A: [file format of your chosen part] > .”obj” > ”.x” > “.pmx” 
Method B: “.obj” > “.x” > “.pmx”
Explanations/Steps are below!
Method A [ For parts that are not OBJ]
1. Import your 3D file into blender on a blank scene, make sure the file’s format is supported.
2. Have the whole object selected [blender does this by default], and export object as OBJ. [Keep your OBJ copy, you’ll need it for Method B!]
3. Open up a new scene in blender, and import your saved OBJ.
4.  Have the whole object selected [blender does this by default] and export object as “.x” file [DirectX file].
5. Open PMXe, and import the “.x” file, save as .”pmx”
My friend, you now have a converted part to add to your model!
Method B [for when A doesn’t work]
1. Import your OBJ file into blender with the default scene that has a cube in the middle of the grid. Do not delete the cube. If you’ve changed your default scene to where the cube isn’t there, put your preferences back to the original default so that the cube loads. The cube is very important :’)
2. Make sure both objects are selected [your part and the cube], and export to “.x” [DirectX].
3. Open PMXe and import the “.x”. Re-position the mesh if it looks like it has fallen over to the side [make it “stand up”].
Note: Sometimes the cube part of the “.x” will not show up, This saves you the step of deleting it, but make sure it’s visability is on “1″ in PMXe. If it’s on “0″, change it to “1″, and then select the cube and delete it. If that isn’t the case, and the cube is still unseen, make sure to delete it as it might be hidden vertices. If the cube shows up regularly, just select it and delete it as you would normally.
4. Export just the part as “.pmx”.
My friend, you now have a converted part to add to your model!
I know this is lengthy, and a bit boring since there are no visuals, but again this is a bit advanced. You’d have to know basics of Blender and PMXe in order to to do this right
Hope this helps!
-Socio
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