1. Post #1
    Vaust Kil's Avatar
    March 2008
    92 Posts
    As much as i know that not everyone likes the thought of anime models or anything of the sort being worked on or moved, but along the way here I just had an idea of porting the MMD Models (Miku Miku Dance) into Garry's mod for use.

    Now these have already been rendered in MMD and i have found some plug-ins for Misc 3-D programs if necessary to have them worked on. The link of the Models and the site are below.

    (Un-translated)
    http://homepage3.nifty.com/knuko/mmd/mmdIndex.html

    (Translated)
    http://translate.google.com/translat...e.google.co.uk

    The reason why i chose these Touhou MMD models is mainly because recently a website that has been working on Touhou Models for Team Fortress 2.

    http://touhoufortress2.web.fc2.com/main.html

    MMD Program Download
    http://www.geocities.jp/higuchuu4/index_e.htm

    MMD (Translated WIKI)
    http://translate.google.com/translat...ml&sl=ja&tl=en

    The Above link contains a site that can greatly help out anyone who needs info on the models and or how to edit them.


    But also recently xenoaisam or whoever ported the Touhou Fortress models into Garry's mod, for use. But the MMD models contain much more detail of each character then the TF2 ones, which brings me here asking anyone out there to see if they can help port these models into Garry's mod.

    Thanks in advance.

    Pictures/Screenshots from MMD

    Sawako



    Remilia




    Flandre
    Reply With Quote Edit / Delete Reply United States Show Events Dumb Dumb x 21Agree Agree x 16Winner Winner x 5Artistic Artistic x 2 (list)

  2. Post #2
    Gold Member
    flashn00b's Avatar
    August 2005
    4,081 Posts
    I'd personally would love to see Flandre and Remilia, but i dunno if Source can even handle those models, considering that their detail comes from almost entirely from their unreasonable polycount.

  3. Post #3
    Vaust Kil's Avatar
    March 2008
    92 Posts
    I'd personally would love to see Flandre and Remilia, but i dunno if Source can even handle those models, considering that their detail comes from almost entirely from their unreasonable polycount.
    I was expecting that to be a problem as well, but there's a workaround for that right?

  4. Post #4
    Gold Member
    Aredbomb's Avatar
    July 2009
    3,686 Posts
    Yeah it's possible, but you're gonna have to find someone who will put in the effort to do it without making it look like crap.

  5. Post #5
    Vaust Kil's Avatar
    March 2008
    92 Posts
    I figured that you could lower the Poly count in 3Ds and still keep a fair amount of detail without disrupting it, plus there's alot of bone points cause of the bullet physics engine that MMD uses.

  6. Post #6
    Gold Member
    flashn00b's Avatar
    August 2005
    4,081 Posts
    From what i've heard, the polycount for MMD models are roughly around the 18k-25k range.

  7. Post #7
    Vaust Kil's Avatar
    March 2008
    92 Posts
    Took me a while but i finally been able to port them to Max files, the PMD's need to be converted to .x files via PMD Editor.

    (PMD Editor, Might need to right-click Save as on Direct Link once page is displayed)
    http://translate.google.com/translat...ml&sl=ja&tl=en

    Plus the x-Porter plug-in for 3DSMax users.
    http://mofo.pns.to/wibs/#5

    Renders in 3DSMax(2010)





    If anyone wants the Max files so they can work on these to make them into plain ragdolls, then by all means contact me from any of the types under my avatar/ or on steam.

    Ill upload the .zip file online and thrown in the readme + info on how i converted the models and include the textures/meshes.

  8. Post #8
    SakuraMaxX's Avatar
    July 2008
    207 Posts
    Only worry I have about this is that MikuMikuDance model creators are usually extremely protective about their work, and will get extremely pissed off for redistribution or modification of their models. Also for some reason, they hate when their models are used in media that depicts violence or mature content. They retaliate by taking the models down from their sites and start hating at us all as Americans. Other than that, I highly approve of this project. I have a few MMD models and I already got as far as to import them in 3DS Max, but I don't know how to do anything with them after that.

  9. Post #9
    Vaust Kil's Avatar
    March 2008
    92 Posts
    Only worry I have about this is that MikuMikuDance model creators are usually extremely protective about their work, and will get extremely pissed off for redistribution or modification of their models. Also for some reason, they hate when their models are used in media that depicts violence or mature content. They retaliate by taking the models down from their sites and start hating at us all as Americans. Other than that, I highly approve of this project. I have a few MMD models and I already got as far as to import them in 3DS Max, but I don't know how to do anything with them after that.
    Ill see if i can get any further with what i can, otherwise, I and MetalKirby/TheRunningDafini plus B-rad will work on getting further into making these into ragdolls or possibly playermodels/Npc's.

  10. Post #10
    Gold Member
    flashn00b's Avatar
    August 2005
    4,081 Posts
    They retaliate by taking the models down from their sites and start hating at us all as Americans.
    Unless we got someone who knows Japanese to ask for permission, we're screwed.

  11. Post #11
    SakuraMaxX's Avatar
    July 2008
    207 Posts
    Worst that would really happen is that the model makers take down and stop distributing their models, get mad at us all, and all their fans (English and Japanese) will come to this forum and thread, and proceed to spam and shit on it. Dunno if we'll get in trouble for that or not. But you just know the anime haters on Facepunch will get a kick out of it.

  12. Post #12
    HeadInjuryGames's Avatar
    April 2010
    273 Posts
    Why not reskin the TF2 models?

  13. Post #13
    SakuraMaxX's Avatar
    July 2008
    207 Posts
    Not particularly fond of the TF2 models, honestly.

  14. Post #14
    Gold Member
    flashn00b's Avatar
    August 2005
    4,081 Posts
    Why not reskin the TF2 models?
    Because the TF2 models are of specific characters.

    One thing i would like to ask is why don't we use some of the better GTA:SA models?

    Youmu Konpaku
    http://ulicknorman.blog60.fc2.com/blog-entry-2.html

    Flandre Scarlet
    http://wanther.seesaa.net/article/72854263.html

    Flandre Scarlet (Capt. Cross's gear?)
    http://the3rdst.3zoku.com/mods/skin_captflan.html

  15. Post #15
    HeadInjuryGames's Avatar
    April 2010
    273 Posts
    I'm on board for porting more GTASA anime characters. I wonder why Boroko stopped at such few characters. Besides, I have plans for Patricia Martin...
    Blowtorch-related plans... :smug:

    Edited:

    Might also be good to use stuff like CGtextures.com to mix in a tad of realism. Just a suggestion...

  16. Post #16
    Gold Member
    flashn00b's Avatar
    August 2005
    4,081 Posts
    I have found a model of Flandre in Blender's format. I dunno if it's any use though. http://dgreater1.webs.com/Touhou/Fla...t%20Fiinal.rar

  17. Post #17
    Vaust Kil's Avatar
    March 2008
    92 Posts
    I'm on board for porting more GTASA anime characters. I wonder why Boroko stopped at such few characters. Besides, I have plans for Patricia Martin...
    Blowtorch-related plans... :smug:

    Edited:

    Might also be good to use stuff like CGtextures.com to mix in a tad of realism. Just a suggestion...
    I think hes still busy with school or something, i mean i gave him the idea of porting the MMD models, but i guess he just didn't replied yet.

  18. Post #18
    Codename36's Avatar
    February 2007
    78 Posts
    I agree with using the GTA models, it's much easier. People like Boroko may be able to port more advanced stuff, but he hasn't done anything in a year so don't expect anything new. I was planning on porting more Touhou characters from GTA myself, I have only done Yuka so far. However I'm not pleased with how it looks as a player model and I could never fix it so I never bothered with any more characters. Too bad we don't have more people willing to help.

  19. Post #19
    Vaust Kil's Avatar
    March 2008
    92 Posts
    Hopefully i will get further on getting the GTA Touhou Models done since they look pretty well fit already then the MMD ones, if anyone's got any plug-ins or references, it'd be helpful.

  20. Post #20
    Harpuia's Avatar
    July 2005
    76 Posts
    I have plugins for 3ds Max 9 that allow you to import straight from GTA SA's .dff format, as well as apply the textures from the .txd files.

    I've ported bits and pieces of the Touhou models as accessories in Oblivion\Fallout, but I lack any real rigging skill and failed miserably at porting to Source.

    I guess I can upload the plugins and tools that I have if anyone wants to take a shot at the GTA models. I'm pretty sure I still have a bunch of the models themselves lying around as well.

  21. Post #21
    Vaust Kil's Avatar
    March 2008
    92 Posts
    I have plugins for 3ds Max 9 that allow you to import straight from GTA SA's .dff format, as well as apply the textures from the .txd files.

    I've ported bits and pieces of the Touhou models as accessories in Oblivion\Fallout, but I lack any real rigging skill and failed miserably at porting to Source.

    I guess I can upload the plugins and tools that I have if anyone wants to take a shot at the GTA models. I'm pretty sure I still have a bunch of the models themselves lying around as well.
    Thanks, see if you can post the link when your done.

  22. Post #22
    Harpuia's Avatar
    July 2005
    76 Posts
    Here you go.
    http://dl.dropbox.com/u/3194623/Package%20for%20FP.rar

    Included are the importing tools, the texture viewer and a few models to test them on.

    I'll post a more complete set sometime soon, going to bed.

  23. Post #23
    Vaust Kil's Avatar
    March 2008
    92 Posts
    Here you go.
    http://dl.dropbox.com/u/3194623/Package%20for%20FP.rar

    Included are the importing tools, the texture viewer and a few models to test them on.

    I'll post a more complete set sometime soon, going to bed.
    Thanks!

  24. Post #24
    Novax's Avatar
    December 2007
    176 Posts
    Yes, I know I'm necroing a 2 month thread. I do so cause I'm curious how one can do this as I'm interested in doing this among other projects I'm working on. If so, please let me know.

  25. Post #25
    Gold Member
    nubblecakes's Avatar
    May 2006
    1,398 Posts
    Didn't realize this was necro bumped. Was gonna say something but there's no use.

  26. Post #26
    Gold Member
    flashn00b's Avatar
    August 2005
    4,081 Posts
    Yes, I know I'm necroing a 2 month thread. I do so cause I'm curious how one can do this as I'm interested in doing this among other projects I'm working on. If so, please let me know.
    If i recall, SakuraMaxX managed to rip an MMD Reimu model. I suggest bothering him about it.

  27. Post #27
    Novax's Avatar
    December 2007
    176 Posts
    Ah I see. I might do that. I'm just more concerned at the moment of converting to just be able to do something with them any type of modeling program before attempting anything else.

  28. Post #28
    SakuraMaxX's Avatar
    July 2008
    207 Posts
    Please don't bother me about it. I don't know how to rig or anything (and I have given up on my multiple attempts to do so). As much as I want this to happen, it just isn't going to happen (from me, at least).

  29. Post #29
    Novax's Avatar
    December 2007
    176 Posts
    It's ok, it's not that I was hoping you would rig for me. I just wanted to first try and get the models converted so that they can work in 3D Max and other modeling programs. I believe my answer is in the above posts (I need to learn to read better). If I'm wrong and someone knows how to, please tell me. I'm not saying I'll be making ragdolls or anything of the sort cause I have some other projects to work on, mainly my KOS-MOS models. I am interested in these models none the less. If only I could find that larger/bigger Flandre model. Really bugging me now.

  30. Post #30
    Gold Member
    flashn00b's Avatar
    August 2005
    4,081 Posts
    Found a model of Flandre in Blender's format, though i'm unsure if serviceable. http://dgreater1.webs.com/Touhou/Fla...t%20Fiinal.rar

  31. Post #31
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,315 Posts
    Strange, this is what dragoshi was asking about as well, couldn't really figure how to convert the pmd, unless someone willing to explain how that's done?

  32. Post #32
    Silver Spirit's Avatar
    July 2009
    4,870 Posts
    Strange, this is what dragoshi was asking about as well, couldn't really figure how to convert the pmd, unless someone willing to explain how that's done?
    Found a blender script for it: http://sites.google.com/site/mikumikubeat/makemodel (Darn, site comes up with server errors when I try and download it).

    Also found an import script for DAZ Studio which apparently can export to .obj (Source: http://forum.daz3d.com/viewtopic.php?t=42376)

    But having trouble finding scipts for anything else to import them.

  33. Post #33
    Novax's Avatar
    December 2007
    176 Posts
    Thanks for help Silver Spirit. I hope I can achiever something. There are actually some nice models that could be used for some good. Makes me wonder how a FPS danmaku (bullet hell) game would work.

  34. Post #34
    Silver Spirit's Avatar
    July 2009
    4,870 Posts
    Thanks for help Silver Spirit.
    np :D If you find any importer/exporter scripts for other programs or a converter let me know so I can let others know ^^

  35. Post #35
    Novax's Avatar
    December 2007
    176 Posts
    Will do. I did finally find the taller/slightly older looking Flandre model. I'll see what I can do, can't promise anything though.

    Off topic:
    I take it you're a Touhou fan, or kind of?

  36. Post #36
    Silver Spirit's Avatar
    July 2009
    4,870 Posts
    Off topic:
    I take it you're a Touhou fan, or kind of?
    Not particually, I just like anime :D (and I like to help out where I can with things :P)

  37. Post #37
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,315 Posts
    Found a blender script for it: http://sites.google.com/site/mikumikubeat/makemodel (Darn, site comes up with server errors when I try and download it).

    Also found an import script for DAZ Studio which apparently can export to .obj (Source: http://forum.daz3d.com/viewtopic.php?t=42376)

    But having trouble finding scipts for anything else to import them.
    Ya those would work fine, tho i wanted to export it with the rig like the pmd edit that one person mention about. exporting to .x format.

  38. Post #38
    Novax's Avatar
    December 2007
    176 Posts
    Ok, I figured out how to export the model into the .x format using the PMD editor. Now my problem is installing this .x importer plug in he gave. Now forgive me for my stupidity, but how do I go by doing this?

  39. Post #39
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,315 Posts
    Ok, I figured out how to export the model into the .x format using the PMD editor. Now my problem is installing this .x importer plug in he gave. Now forgive me for my stupidity, but how do I go by doing this?
    C:\Program Files\Autodesk\3dsMax8\plugins

    Could you send me this pmd editor that has that function to export .x?

  40. Post #40
    Novax's Avatar
    December 2007
    176 Posts
    Alright here is the PMD editor download site: http://translate.google.com/translat...&sl=auto&tl=en

    Also, I did manage to get the import to work correctly. I just have to figure out how to get the textures to show up (I always seem to have this trouble, but then again, I always make some kind of a stupid mistake). Here is my example of the taller Flandre I imported into 3D Max.



    Edit:
    Quickly doing this I noticed one odd thing about it. It seems to have mirrored the model. What I mean is, her little off ponytail and ribbon on the hat should be on the right and not on the left as shown. I'll have to see how I can fix that. Anyway, if anyone else wants to help, by all means do so.