Whoa wait... when we're Miku and Flandre included??
Both the versions I had only had Sakuya.
I would like to see more (im actually working on a few, but I can't do vmd animations yet) template models...
I'm doing both bi-pedal (plantigrad And digitigrad) and feral models, but aspects are a little difficult to map when you don't know much about minecraft's camera position...
- Navigate to this Directory: C:\Users\*WINDOWSUSERNAME*\AppData\Roaming\.minecraft\home\Forge-1.7\mods\CustomSteve\models
- Open Izayoi_Sakuya_Ver2.10.pmx Model
*White Models will show up, It happens because PMX Editor can't find the Textures on the Directory. There is no need to do anything about it.
- Go to Bone Section - Select Bone 280 to 283 (itemR, itemL, Back & Camera) - Right Click on the Selected Bones - Click "Copy as CSV"
- Bring Up the Second PMX Editor Window - Click File > Open
- Navigate to this Directory: C:\Users\*WINDOWSUSERNAME*\AppData\Roaming\.minecraft\home\Forge-1.7\mods\CustomSteve\models
- Open the Downloaded PMX or PMD Model
- Go to Bone Section - Right Click on the Very Bottom Bone - Click "Paste from CSV"
*The HandItem Bone Distance from Hand must be atleast 10cm to 13cm, Otherwise You will see the Holding Item Off the Hands In-Game. [Applies to Both itemR & itemL Bone]
*The Back Bone Distance from the Back must be atleast 4cm to 6cm, Otherwise the Back Item will be shown in Chest/Off the Back In-Game.
*The Camera Bone Must be Placed in Front of the Head, around 1cm to 2cm. Otherwise the Camera will show Eye-Parts inside the Head In-Game. [Face]
- Adjust the Bone Positions to what i said above
- After Adjusting the Bone Positions, Click File > Save
- Navigate to this Directory: %appdata%/.minecraft/home/Forge-1.7/mods/CustomSteve/Animations/Izayoi_Sakuya_Ver2.10
- Copy All the .VMD files
- Go Back to Animations Directory (CustomSteve/Animations) - Create a New Folder with the same Model Name - Paste Everything inside the Folder that you Created
*You may Google for Walking, Running, Jumping & Crouching MMD Animation, Some Animations might go off the Position, or not sync'ed very well.
- Launch Minecraft 1.7.10 with CustomSteve Mod Installed - Load a World
- Press K to Bring Up the User Interface
- Click on Model
- Select the Model - Click Select
- Click <- to Go Back
- Click on Config
- Change the Configurations: Physics:ON AutoReload:OFF AutoSwitch1 FPV off (Turn this back to on if you experience camera offset bug)
- Click Save
- Press ESC Menu - Go to Options
- Click on Controls
- Change [CS]Reload physics effects Keybind to "R" Button - Change key.FarCamera to "]" Right Bracket
- Click Done
- Exit Pause Menu
Camera Controls: F5 - Switch Between First Person, Third Person, Third Person Back [ - Zoom In (Only Works in Third Person Option) ] - Zoom Out (Only Works in Third Person Option) J - Move Camera Left L - Move Camera Right
My only problem with your awesome tutorial is I can't use pmx editor because stupid developers use cruddy DirectX and other cruddy MS garbage that doesn't work on Linux or even Windows XP.
(People need to learn how to program)
Yes, I said XP, the "Dead" version of Windows.
If people cared about privacy and backdoors (hackers love these), they wouldn't be using anything newer.
Windows 10 is less secure than XP x86.
(XP x64 is more secure than XP x86)
I.E. is not secure at all. (it's an illusion)
Simply having it on your hard drive is enough to install automated malware.
...
Sorry about going on a rant... too many people are blind...
I'm making it possible to use blender to easily edit pmx and vmd files
EDIT: btw if you're an at-launcher user, your CustomSteve directory location will be very different:
My only problem with your awesome tutorial is I can't use pmx editor because stupid developers use cruddy DirectX and other cruddy MS garbage that doesn't work on Linux or even Windows XP.
(People need to learn how to program)
Yes, I said XP, the "Dead" version of Windows.
If people cared about privacy and backdoors (hackers love these), they wouldn't be using anything newer.
Windows 10 is less secure than XP x86.
(XP x64 is more secure than XP x86)
I.E. is not secure at all. (it's an illusion)
Simply having it on your hard drive is enough to install automated malware.
...
Sorry about going on a rant... too many people are blind...
Yes, Windows XP is End of Support. It's too old for now (15 years age)
About I.E, It is installed on my Windows but i never use them xD
Last but not least, the right bracket is used by the morph mod, I'd recommend using another key since most modpacks use morph mod.
Good luck with the project!
Minecraft Launchers has it's own directory placement i guess, I am using T-Launcher tho..
Also I'm guessing that CustomSteve & MorphMod isn't that compatible, Have you tried only using CustomSteve? :/
2013 isn't that bad, but I can't read anything to find the mmd download... Lol
I do have a working version (old) version (pmd only), but I've already deciphered the pmx and vmd formats and am too far into blender development to use it... Lol
My script should be more useful anyways as it'll automatically place everything where it needs to go.
All you gotta do is give it your minecraft directory and it'll do the rest (along with notification of broken stuff before exporting)
Your tutorial did help though...
In the decompiled src, it looks as if you can simply supply 1 vmd with both types of animations.
I would've made a mistake not separating them if it weren't for your information.
------------------
About I.E., you don't have to use it...
It'll use itself automatically (any version of Windows)
Higher versions of Windows are just easier to hack and more automated... (what makes them less secure)
EDIT: might I mention, all of my programs I build for Windows are built on Windows XP
(I don't dare touch anything newer because MS doesn't deserve my support)
--------------------
No I've not tried CS only >.>
I'm working on a modpack, and CS and Morph mod get along perfectly, even down to displaying your model in the first slot
But R-bracket is used to select the next morph, L-bracket selects the previous morph.
I really hope he releases server support, the old one works but its very laggy, I know he is working on the side mod CustomBukki.
Also I figured out the bones thing Darkpower mentioned, but do you have a workaround for the armor parts? I've been meddling with the default model and there are morphs which names are leggings, helmet, chest, pants, but im not sure how do these work D:
- Navigate to this Directory: C:\Users\*WINDOWSUSERNAME*\AppData\Roaming\.minecraft\home\Forge-1.7\mods\CustomSteve\models
- Open Izayoi_Sakuya_Ver2.10.pmx Model
*White Models will show up, It happens because PMX Editor can't find the Textures on the Directory. There is no need to do anything about it.
- Go to Bone Section - Select Bone 280 to 283 (itemR, itemL, Back & Camera) - Right Click on the Selected Bones - Click "Copy as CSV"
- Bring Up the Second PMX Editor Window - Click File > Open
- Navigate to this Directory: C:\Users\*WINDOWSUSERNAME*\AppData\Roaming\.minecraft\home\Forge-1.7\mods\CustomSteve\models
- Open the Downloaded PMX or PMD Model
- Go to Bone Section - Right Click on the Very Bottom Bone - Click "Paste from CSV"
*The HandItem Bone Distance from Hand must be atleast 10cm to 13cm, Otherwise You will see the Holding Item Off the Hands In-Game. [Applies to Both itemR & itemL Bone]
*The Back Bone Distance from the Back must be atleast 4cm to 6cm, Otherwise the Back Item will be shown in Chest/Off the Back In-Game.
*The Camera Bone Must be Placed in Front of the Head, around 1cm to 2cm. Otherwise the Camera will show Eye-Parts inside the Head In-Game. [Face]
- Adjust the Bone Positions to what i said above
- After Adjusting the Bone Positions, Click File > Save
- Navigate to this Directory: %appdata%/.minecraft/home/Forge-1.7/mods/CustomSteve/Animations/Izayoi_Sakuya_Ver2.10
- Copy All the .VMD files
- Go Back to Animations Directory (CustomSteve/Animations) - Create a New Folder with the same Model Name - Paste Everything inside the Folder that you Created
*You may Google for Walking, Running, Jumping & Crouching MMD Animation, Some Animations might go off the Position, or not sync'ed very well.
- Launch Minecraft 1.7.10 with CustomSteve Mod Installed - Load a World
- Press K to Bring Up the User Interface
- Click on Model
- Select the Model - Click Select
- Click <- to Go Back
- Click on Config
- Change the Configurations: Physics:ON AutoReload:OFF AutoSwitch1 FPV off (Turn this back to on if you experience camera offset bug)
- Click Save
- Press ESC Menu - Go to Options
- Click on Controls
- Change [CS]Reload physics effects Keybind to "R" Button - Change key.FarCamera to "]" Right Bracket
- Click Done
- Exit Pause Menu
Camera Controls: F5 - Switch Between First Person, Third Person, Third Person Back [ - Zoom In (Only Works in Third Person Option) ] - Zoom Out (Only Works in Third Person Option) J - Move Camera Left L - Move Camera Right
When will Linux support be a thing?
Whoa wait... when we're Miku and Flandre included??
Both the versions I had only had Sakuya.
I would like to see more (im actually working on a few, but I can't do vmd animations yet) template models...
I'm doing both bi-pedal (plantigrad And digitigrad) and feral models, but aspects are a little difficult to map when you don't know much about minecraft's camera position...
Goodbye Microsoft
Also, how do I associate shaders with the model??
Goodbye Microsoft
wow no useful help yet i cant play the latest version
yea when were miku and flandre added Ive only got sakuya and she doesn't have her shoes and a few other things of some reason.
they've always been there as far as I know, even in the 1.7.2 version.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
Btw, just to note, my templates will be editable with blender 2.75 and will include an export script designed specifically for CustomSteve.
(It'll even notify you of requirements you're missing)
EDIT: I also take back my beefs with the pmx format...
Yea, it's legacy, which sucks, but really it doesn't matter when you have glsl.
(I can do my light map with a shader)
Would be nice if CS didn't require shaders mod to use shaders...
(It's easier just to use GL20)
Goodbye Microsoft
Learn this Simple Tutorials If you want to make the Downloaded-MMD Models working
- Place PMX or PMD Models *ONLY* inside this Directory:
%appdata%/.minecraft/home/Forge-1.7/mods/CustosmSteve/models
- Navigate to this Directory:
%appdata%/.minecraft/home/Forge-1.7/mods/CustomSteve/textures
- You must Create a New Folder with the same Model Name
- Place Textures (PNG/BMP/TGA) Inside the "ModelName" Texture Folder
*Not sure if .DDS/.SPH/.SPA/ Texture does works in CustomSteve,
Just Place the Textures carefully & hopefully there's no problems.
- You will need to Download PMX Editor "here"
- Extract & Open PMXEditor *TWICE*
- Bring Up the First PMX Editor Window
- Click File > Open
- Navigate to this Directory:
C:\Users\*WINDOWSUSERNAME*\AppData\Roaming\.minecraft\home\Forge-1.7\mods\CustomSteve\models
- Open Izayoi_Sakuya_Ver2.10.pmx Model
*White Models will show up, It happens because PMX Editor can't find the
Textures on the Directory. There is no need to do anything about it.
- Go to Bone Section
- Select Bone 280 to 283 (itemR, itemL, Back & Camera)
- Right Click on the Selected Bones
- Click "Copy as CSV"
- Bring Up the Second PMX Editor Window
- Click File > Open
- Navigate to this Directory:
C:\Users\*WINDOWSUSERNAME*\AppData\Roaming\.minecraft\home\Forge-1.7\mods\CustomSteve\models
- Open the Downloaded PMX or PMD Model
- Go to Bone Section
- Right Click on the Very Bottom Bone
- Click "Paste from CSV"
*The HandItem Bone Distance from Hand must be atleast 10cm to 13cm,
Otherwise You will see the Holding Item Off the Hands In-Game.
[Applies to Both itemR & itemL Bone]
*The Back Bone Distance from the Back must be atleast 4cm to 6cm,
Otherwise the Back Item will be shown in Chest/Off the Back In-Game.
*The Camera Bone Must be Placed in Front of the Head, around 1cm to 2cm.
Otherwise the Camera will show Eye-Parts inside the Head In-Game. [Face]
- Adjust the Bone Positions to what i said above
- After Adjusting the Bone Positions, Click File > Save
- Navigate to this Directory:
%appdata%/.minecraft/home/Forge-1.7/mods/CustomSteve/Animations/Izayoi_Sakuya_Ver2.10
- Copy All the .VMD files
- Go Back to Animations Directory (CustomSteve/Animations)
- Create a New Folder with the same Model Name
- Paste Everything inside the Folder that you Created
*You may Google for Walking, Running, Jumping & Crouching MMD Animation,
Some Animations might go off the Position, or not sync'ed very well.
- Launch Minecraft 1.7.10 with CustomSteve Mod Installed
- Load a World
- Press K to Bring Up the User Interface
- Click on Model
- Select the Model
- Click Select
- Click <- to Go Back
- Click on Config
- Change the Configurations:
Physics:ON
AutoReload:OFF
AutoSwitch1
FPV off (Turn this back to on if you experience camera offset bug)
- Click Save
- Press ESC Menu
- Go to Options
- Click on Controls
- Change [CS]Reload physics effects Keybind to "R" Button
- Change key.FarCamera to "]" Right Bracket
- Click Done
- Exit Pause Menu
Camera Controls:
F5 - Switch Between First Person, Third Person, Third Person Back
[ - Zoom In (Only Works in Third Person Option)
] - Zoom Out (Only Works in Third Person Option)
J - Move Camera Left
L - Move Camera Right
- Navigate to this Directory:
%appdata%/.minecraft/home/Forge-1.7mods/CustomSteve/Animations
- Place the VMD Motion & Camera Motion Inside the Model Name Folder
*Note that You must Separate the VMD Motion & Camera Motion Animation,
Otherwise the Camera won't move at all when Rendered In-Game.
*The VMD Motion & Camera Motion Names should be different,
"BurenaiAiDe.vmd" for VMD Motion & "BurenaiAiDe_Camera.vmd" for Camera.
- Convert the Audio to "OGG Vorbis, 44100Hz, 127kbps, Stereo"
[GoldWave Software Recommended]
- Create a New Folder named "BGM" in this Directory:
%appdata%/.minecraft/home/Forge-1.7mods/CustomSteve
- Place the Converted OGG Audio inside there
*Make Sure the OGG Audio File Name has no SPACES,
Otherwise CustomSteve won't be able to detect it.
- Launch Minecraft 1.7.10 with CustomSteve Mod
- Load a World
- Press K
- Click on Config
- On BGM, Fill in the OGG Audio File Name (Must Contain .OGG after Name)
- Click Save
- Click <-
- Click on Animation
- Select the VMD Motion
- Check BGM
- Click on PLAY
- Click <-
- Click X
*To Stop the Animation, Simply Press K,
Click on Animation & Click Stop.
*It may take up to 10 seconds to Prepare the Animation to be rendered,
After you Clicked on Play button. (Be patient)
Thanks for Reading these Tutorials, Sorry for my bad english/typos
My only problem with your awesome tutorial is I can't use pmx editor because stupid developers use cruddy DirectX and other cruddy MS garbage that doesn't work on Linux or even Windows XP.
(People need to learn how to program)
Yes, I said XP, the "Dead" version of Windows.
If people cared about privacy and backdoors (hackers love these), they wouldn't be using anything newer.
Windows 10 is less secure than XP x86.
(XP x64 is more secure than XP x86)
I.E. is not secure at all. (it's an illusion)
Simply having it on your hard drive is enough to install automated malware.
...
Sorry about going on a rant... too many people are blind...
I'm making it possible to use blender to easily edit pmx and vmd files
EDIT: btw if you're an at-launcher user, your CustomSteve directory location will be very different:
*AT Launcher Folder*/Instances/*Minecraft Instance*/mods/CustomSteve/
And if you're on Linux like me, turning on the physics will crash minecraft (missing bullet physics library)
Linux uses .so instead of .dll
If anyone finds a bullet physics library for Linux, please contact me
Last but not least, the right bracket is used by the morph mod, I'd recommend using another key since most modpacks use morph mod.
EDIT2:
Just did what I do best and did some snooping in Bullet86.dll to get some extra information...
As I suspected it was built natively with CS, meaning a native library for Linux might not work...
But on the chance it does, the source version is bullet-2.82-r2074, built with VS2010 if that matters.
I hope someone can find or build a similar version for Linux
Goodbye Microsoft
Btw, just real quick...
Wanted to post an image showing the camera glitch:
No I did not R-click and look down before taking the shot.
That's actually what happens, the game still thinks I'm Steve and not my ava.
Goodbye Microsoft
This might help you tho but I am not sure because I never used a Linux before, Also it's kinda outdated. (2013)
http://ehlbox.blogspot.co.id/2013/04/utau-mmd-pmdpmx-editor-in-linux-status.html
I've searched everywhere for the "Bullet Physics Library for Linux" but i found no .so library..
I guess you have to compile them? I just post what i find
http://code.google.com/archive/p/bullet/downloads
http://bulletphysics.org/mediawiki-1.5.8/index.php/Installation
Yes, Windows XP is End of Support. It's too old for now (15 years age)
About I.E, It is installed on my Windows but i never use them xD
Good luck with the project!
Minecraft Launchers has it's own directory placement i guess, I am using T-Launcher tho..
Also I'm guessing that CustomSteve & MorphMod isn't that compatible, Have you tried only using CustomSteve? :/
2013 isn't that bad, but I can't read anything to find the mmd download... Lol
I do have a working version (old) version (pmd only), but I've already deciphered the pmx and vmd formats and am too far into blender development to use it... Lol
My script should be more useful anyways as it'll automatically place everything where it needs to go.
All you gotta do is give it your minecraft directory and it'll do the rest (along with notification of broken stuff before exporting)
Your tutorial did help though...
In the decompiled src, it looks as if you can simply supply 1 vmd with both types of animations.
I would've made a mistake not separating them if it weren't for your information.
------------------
About I.E., you don't have to use it...
It'll use itself automatically (any version of Windows)
Higher versions of Windows are just easier to hack and more automated... (what makes them less secure)
EDIT: might I mention, all of my programs I build for Windows are built on Windows XP
(I don't dare touch anything newer because MS doesn't deserve my support)
--------------------
No I've not tried CS only >.>
I'm working on a modpack, and CS and Morph mod get along perfectly, even down to displaying your model in the first slot
But R-bracket is used to select the next morph, L-bracket selects the previous morph.
Goodbye Microsoft
I really hope he releases server support, the old one works but its very laggy, I know he is working on the side mod CustomBukki.
Also I figured out the bones thing Darkpower mentioned, but do you have a workaround for the armor parts? I've been meddling with the default model and there are morphs which names are leggings, helmet, chest, pants, but im not sure how do these work D:
Just to show progress so you guys know I'm not bluffing
Blender is a nightmare to program for D:
(Exactly the reason I'm building UMC/UGE)
Goodbye Microsoft
I dont have them?
It helps if you spoiler things
Also I to am curious about getting working armor sets setup
I just did some searching though the decompiled source and looked into the importers...
I don't see those particular bones anywhere, so I can only guess nothing will happen with the armor...
Goodbye Microsoft
its because they only show in the pmxe editor as Morphs, not as bones
Oh, I was thinking about it in the wrong context... Lol
I'll take another look and see if I can find anything
EDIT:
Sorry this is taking a while...
Wasn't expecting to have to pack up my laptop after making this post...
I'll get to it when I can. >_>
Goodbye Microsoft
i have another problem the other facials it doesnt even work
@crashes23 not sure I can help you with that...
I will need you to help me though in time (and any other noobs on the high level of noobishness as well)
With what?
Helping me make things easier for you to understand in relation to my export script
For now though, this is a question for anyone who knows a thing about vmd motion data...
All I want to know is if the location and rotation are in local or world relation??
Local being relative to the parent bone
World being relative to (0,0,0)
Thanks
Goodbye Microsoft