Comments: 20
XDONOTENTERX [2014-01-22 21:03:00 +0000 UTC]
i have this one method that i developed myself its long and pretty annoying. but my method involved 3 scrips the motion my mme for my Dou iu Koto na no! stage and each mouth texture on its own image so UV mapping would have to be changed for the mouth eye ect. i no longer have the tools cause i dont really use MG Nene but i can tell you what i did.
each texture would have to have a name for the morph so the texture for "ah" would have to be named "あ.png" and for the default mouth texture ect and also the mesh faces for the mouth UV would need to be its own subset
1st script "extract" the mouth morphs only (tried to get eyes ect but didnt work) but what it did was read how many "ah" "e" ect was present on each frame based on that it will create a list of how many ah.png are needed in each frame. if there wasn't any morph present or it was the original face no morphs just name that texture what ever you want but keep it short i used d.png. now what i did was create a .txt file when open it had a list for example.
あ.png
あ2.png
あ3.png
う.png
う2.png
now for the list i opened it with note pad and copy and pasted my commands so it would look like this
あ.png
あ2.png
あ3.png
う.png
う2.png
the list was LOOONG and kinda lagged when i scrolled down
then saved it as name.bms (or you can keep it .txt or what ever program of you chose)
compressed the images into a .zip
now what that did was re create the images so it would copy あ.png to as many as it was on a list and rename it あ2.png ect then it would put the images in order in a new zip. next script just packed the images into a .gif (took a long time) rename the gif to what the effect uses and bam! images showed on the correct time of the frames it was meant to show some times off tho but yah just kept the short so if things seem over the place it cause i try to keep it short :3
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Vanmak3D [2014-01-21 19:12:02 +0000 UTC]
A way to prevent this is to export the eyes as an x file with different expression each time and import them as normal morphs.
I can't think of a way to explain this. Mole had a tutorial on this before she de-activated her account
These models use this way for facilas:
www.geocities.jp/neko_terashim…
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SuzumiyaMiku [2014-01-08 10:39:16 +0000 UTC]
My Kimidori is just the same xD
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brenokisch [2012-05-14 14:34:29 +0000 UTC]
she's beuti haha .
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LapisAoki-Chan [2012-03-25 17:11:55 +0000 UTC]
WHAT THE .... OAO..... Is her UV mapping right?
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minmode In reply to LapisAoki-Chan [2012-03-25 17:14:31 +0000 UTC]
her facials are on her texture so the only way to use them is to move the uv map on the facial so when its changing in motions it looks like that
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LapisAoki-Chan In reply to minmode [2012-03-25 18:16:33 +0000 UTC]
I noticed when using battle maid mikuru.
Man that sucks :/ Wish we could fix them.
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Chiukie [2012-01-21 06:24:04 +0000 UTC]
fuuuuuuuuu. what the hell this wrong facial?! you edit that.
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Milhala [2012-01-15 17:41:55 +0000 UTC]
huh, I couldn't even get UV facials to properly register in PMDE, so I have no idea what to do *A*
but I think has something to do with with how you set how long it takes for it to go from one facial to another
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KousukeTsubaki [2012-01-15 16:22:46 +0000 UTC]
keep on adding the same layer of facials and UV map them accordingly
Ex:
Eyes: copy and paste the eyes and UV map the texture to a new facial
So on and so forth
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Atsuke-kun [2012-01-15 15:53:30 +0000 UTC]
Don't know...
Maybe if you put another face on her...
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minmode In reply to Atsuke-kun [2012-01-15 15:55:26 +0000 UTC]
The prob is the way that facials are a mix of different expressions it gets muddled up like this and i tried that and still no work .-.
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Atsuke-kun In reply to minmode [2012-01-15 16:27:52 +0000 UTC]
So start from zero.
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l-i-a-r-s [2012-01-15 15:50:14 +0000 UTC]
LOL
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minmode In reply to l-i-a-r-s [2012-01-15 15:52:44 +0000 UTC]
Any ideas how to fix this ;w;
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minmode In reply to l-i-a-r-s [2012-01-15 16:01:44 +0000 UTC]
I asked her on msn she has no clue either XD
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l-i-a-r-s In reply to minmode [2012-01-15 16:09:44 +0000 UTC]
Aaa then I have no idea. You might have to just replace the head.
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PikaDesu [2012-01-15 15:47:47 +0000 UTC]
Oh...0.0
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