Also, check out our group There are other MMD in Blender tutorials there as well as art
I finally made an updated version of how to import MMD motions into Blender. There were a lot of updates made to MMD Tools addon by powroupi so I decided to update this tutorial. There are two parts to this tutorial this is part 2 ^^
I used Blender 2.79b for this tutorial but this will also work in previous versions of Blender. This tutorial focuses on how to import MMD camera motions, and how to edit them to fit different sized models. Getting motions to work on chibi models, and how to view the dope sheet to view keyframes to edit them. If you have any questions feel free to ask ^^
I did not include this in the tutorial since this tutorial was for importing. If you want to make your own animations in Blender the model has to be in T pose for the first keyframe. The model also has to be in the center of the 3D viewport where it imports in. Then afterwards you can move the model around and the rigid body should follow the model without any issues. If you want me to make a tutorial about it let me know ^^
This is where I found out about it blenderartists.org/forum/showt…
Here are my other MMD in Blender tutorials I made
MMD to Blender 2.92 Tutorial (New Version) www.deviantart.com/crazy4anime…
MMD to Blender 2.80 Tutorial (Old Version) fav.me/ddgt81n
MMD to Blender 2.79 Tutorial (Old Version) fav.me/dbvo83i
MMD to Blender Tutorial (Old Version) fav.me/d9anqi0
MMD in Blender 2.82 Posing Tutorial (New Version) fav.me/dduuyu4
MMD in Blender Basic Posing Tutorial (Old Version) fav.me/d9qroj9
MMD in Blender Importing Motions Tutorial Part 1 (New Version) fav.me/dclo4au
MMD in Blender Importing Motions Tutorial (Old Version) fav.me/darjqf8
Models and motion used in the tutorial are:
KAITO Originator v1.0 Link by Biyo
D-Series Kaito Append V3 Link by Rummy (PokkapokaP)
BTS Best of Me motion Link by Iven Padilla
Tutorial made by me in Photoshop CS5
I'm not sure how to do it because I don't have Sims, but I think it's possible. I tried looking it up and it looks like you have to use Sims 4 Studio, but I'm not sure. Here is the link sims4studio.com/thread/1523/do… I'm not sure if it allows you to import poses from Sims to Blender. There are some people working with Sims models in Blender on Youtube. If you have a Youtube account you could try asking them. Here is one person I found that works with Sims models in Blender www.youtube.com/watch?v=UBbtzM… they might know how to do it ^^
I also found a tutorial for how to convert the files to PACKAGE FILES that may be helpful if what they use in the tutorial is something you haven't already tried www.youtube.com/watch?v=JcgiYW… Hopefully some of these tutorials will be helpful to you ^^
When you move the model in Pose mode the origin point and empty will stay in the center of the viewport. If you want the origin point to stay with the model you'll want to move the model using the empty ^^
Well after messing around and reading it is the bone constraints that make it bug all out and not move with the model. I don't really know how to fix this properly. I currently just delete them or set the influence to 0 for the base of the bone so just the top part doesnt move and then manually move it later.
I'm able to move models around the viewport and turn the physics on without them freaking out. The only time the model freaks out is if I accidentally select the model and move it instead of selecting the empty to move it. I did just figure out that you can't move the model in pose mode because once you import a motion in the model just goes right back to the center. The only way to move a model is by moving it with the empty. Not sure if this helps you at all I never mess with the settings for stuff since I don't know how they work. Do you have this problem with other models you try to move, or is it only one? ^^
Basic support for exporting motions is now available. Currently, it can export bone animation, shape key animation, and camera/lamp animation, but self shadow, and other vmd specific animations are not supported yet. Also keep in mind these notes/issues:
- Support f-curves only, drivers or NLA tracks are not supported. You may bake the animation to a new action if you want to export a final animation.
- The interpolations of bone rotation and camera rotation may not look right, since MMD use the same interpolation for all channels of rotation (x, y, z, w).
- In blender, select root empty object to export model animation (bone and shape key), select armature object to export bone animation only, select mesh object to export shape key animation only, select MMD camera object to export camera animation. And only active object's animation will be exported.
- Bone names are limited to 15 bytes (about 7 words of unicode character), there is no error message, just remember to keep bone names short.