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Your step-by-step guide to model conversion
This guide will help you learn the basics of converting MMD models (.pmx) into VRM models.
+ This guide will hopefully help people learn the basics of converting MMD models (.pmx) into VRM models for use with Desktop Mate. +
+ Note: If using the Steam version, once installed go to properties and select the Blender 4.2 – Stable – LTS Beta. + + Otherwise, download and install the 4.2.5 MSI file. +
+ Follow the instructions on the page to download and install the plugin in Blender. +
+ Download and install as a plugin for Blender. +
+ Open Unity Hub, go to installs, click install editor, and install the Unity 2022.3.55f1 editor. +
+ Download the latest 0.x Import/Export unitypackage. Once you've created a Unity project, drag and drop the unitypackage into the project to install the plugin. +
Reminder: Make sure to save your progress to avoid losing it. :D
Reminder: Make sure to save your progress so you don't lose it. :D
Make sure to delete the default cube! It's the most important step. :P
+ Make sure to delete the default cube! It's the most important step. :P +
+ Now that Blender is open, locate the Cats Blender Plugin tools by clicking the small arrow in the side of the hierarchy area (beneath Options). +
Select CATS on the toolbar, then click "Import Model" and select the model you want to import.
+ Click the area circled in red, or simple hit N on your keyboard. + + With CATS selected on the toolbar, click "Import Model" and choose your .pmx file. +
+ Now the model is imported into Blender! +
Check if the textures imported correctly by changing the render mode to view the textures. Give some time for shaders to compile, as it can take a while depending on the model and your PC specs.
+ Check if the textures imported correctly by clicking on the right two "balls" (render mode buttons) in the top right area of Blender. Give some time for shaders to compile. +
If everything looks good, press the "Fix MMD Model" button found under the MMD Options section of Cats Blender Plugin.
+ If everything looks good, press the "Fix MMD Model" button found under the MMD Options section of the Cats Blender Plugin. +
Generate a material list by navigating to the Optimizations section of Cats Blender Plugin and clicking on "Generate Material List."
+ Generate a material list by going to the Optimizations section of the Cats Blender Plugin and clicking "Generate Material List." +
Select the files you want to use to generate the atlas. Note that some models may not work well with atlases, requiring you to troubleshoot by deselecting certain materials.
+ Select the files you want to use for the atlas. (Note: Some models may require you to deselect certain materials if they do not work well with an atlas.) Once ready, click "Save Atlas To..." and save it in a designated folder. +
Once ready, click on "Save Atlas To..." and save it in a designated folder.
If the texture atlas was generated correctly and the model's visuals are satisfactory, proceed to export the model by navigating to "Quick Access" in Cats Blender Plugin and clicking "Export."
+ Once the texture atlas is generated and the model looks good, go to "Quick Access" in the Cats Blender Plugin and click "Export." Ignore any warnings and export the .fbx file. It’s best to save this in the same folder as your texture atlas. +
.fbx
You can ignore any warnings and continue to export the `.fbx` file. It's recommended to save it in the same folder as the texture atlas.
Open Unity Hub and create a new project using the appropriate template.
+ Open Unity Hub and create a new project using the appropriate template. +
Once the project is created and opened, drag the UniVRM unitypackage file into the Unity project to install the plugin. You should see two new tabs on the top bar.
+ Once the project is created and opened, drag the UniVRM unitypackage into the project. If installed correctly, you’ll see two new tabs on the top bar. +
Create folders within the `Assets` directory to organize files by type and model name. For example:
Assets > [File Type] > [Model Name] > Materials and Textures
+ Create folders within your Assets directory to organize your files (for example, Assets > [File Type] > [Model Name] > Materials and Textures). This keeps your project tidy, especially if you convert many models. +
Assets
This helps keep the project organized, especially when converting multiple models.
Drag the exported `.fbx` file and the texture atlas (or individual textures if atlas generation failed) into the corresponding model folder. Create materials by right-clicking inside the character folder, selecting Create > Material, and configuring them accordingly.
Create > Material
+ Drag the exported .fbx file and the texture atlas (or original textures if atlas generation failed) into the corresponding folder. Then, right-click in the character folder, select Create > Material, and configure the material. +
Rename the material appropriately, change the shader type to VRM/MToon, and set the rendering mode to Cutout.
VRM/MToon
Cutout
+ Rename the material (e.g., after the texture atlas), change the shader type to VRM/MToon, and set the rendering mode to Cutout. +
Drag the texture atlas onto the material's texture slots and apply the material to the `.fbx` file.
+ Drag the texture atlas onto the appropriate texture slots in the material, then apply it to the .fbx file. +
Finally, drag the `.fbx` file into the hierarchy to view the model in the scene.
+ Finally, drag the .fbx file into the hierarchy to see your model in the scene. +
Select the `.fbx` file, go to the Rig tab, select Humanoid as the animation type, and apply the changes.
Humanoid
+ Select the .fbx file in Unity, go to the Rig tab, choose Humanoid as the animation type, and click Apply. +
Click on Configure, unlock the window if necessary, and adjust the jaw bone settings. Apply the changes once configured.
+ Click "Configure" (unlock the window by clicking the lock icon if needed). Then, under the Head settings, select "None" for the Jaw bone (unless your model has a proper jaw bone). Finally, click "Apply" and "Done." +
After configuring Spring Bones, colliders, and blendshapes, export the finished `.vrm` model by selecting the model in the hierarchy and clicking on Export VRM.
+ In Unity, select your model, then click on the VRM 0.x tab and click "VRM 0.x Freeze T-Pose." After that, click "Export VRM 0.x." +
+ It is recommended to create a temporary folder inside your Unity project to save the VRM (or you can drag and drop it from your file explorer into the project). +
Save the VRM inside the Unity project or drag and drop it from the file explorer into the project.
Once imported, organize the `.Prefab` file and apply the necessary configurations.
+ After importing the VRM into Unity, the project folder should contain the VRM files (for example, a .Prefab file). Drag the .Prefab file (which looks like a 3D model) into your hierarchy and hide the original .fbx file. +
+ Next, add spring bones, colliders, and configure blendshapes to improve the model’s appearance. These steps are optional but highly recommended – spring bones add hair/clothes physics, colliders prevent clipping, and blendshapes enable facial expressions. +
+ For details on setting these up, see the video links below. +
+ HOW TO CONVERT FBX FROM BLENDER TO VRM +
+ ASK LIZZY - HOW TO PUT COLLIDERS TO A VRM AND SPRING BONES +
+ Once spring bones, colliders, and blendshapes are set up, export your finished .vrm model. This will be your final VRM that can be used in any compatible application. +
.vrm
Here are some helpful video tutorials to assist you further:
+ Below are some helpful video tutorials: +
Thank you for reading this guide! I hope it helps you in converting any MMD models you like. Most models should work with this method; however, some models have unconventional file structures for textures, resulting in incorrectly generated atlases. In such cases, you may need to manually apply textures to numerous materials in Unity using the original MMD model textures instead of a single material with a texture atlas.
+ Thank you for reading this guide! Most models should work with this method. Some models have unconventional file structures for textures, which may cause the generated atlas to be incorrect. In those cases, you may need to manually apply textures to numerous materials in Unity. +