

Well, here's the tricky part: MMD uses relative rotations. Pretty simple right? So why wasn't this done a while back? So we extract from MMD, use the mapping to match each bone and then put in VaM. Timestep is just the frame number / 30 since MMD is 30 FPS. Rotation: x, y z, w values (More on the W later) PositionOn: True for hip (Center) and l/r foot. TimeStep: (the time at which the pose should happen) Using the bone name mappings, we assign the positions / rotations we got from step (1) and we put them in the VAM scene file using VAMs animation format which is just some json that is very similar in what it expects, a bone name, a position and a rotation.The format VAM expects looks like this: Some bones are perfect matches (LeftShoulder -> lShoulder), but some are approximations (e.g. The mappings are defined in MMD_TO_VAM_BONE_MAPPINGS. In order to do the conversion we map the bone names of MMD to the bone names in VAM. We open the file to extract the data and put in a map for processing. Each chunk of data in the file contains a bone name (in japanese, so it's translated), a frame number, a position XYZ, a rotation XYZW (more on the W later) and interpolation data (not currently used). It goes like this: MMD motion files store rotation and position information for each joint (aka bone) for each frame. I was completely new to it so I will assume the same of most readers. Also, if you have experience in 3D graphics some of this is gonna be pretty elementary to you. If you don't care about the inner workings of it, don't bother reading this section.
.vmd file player code#
This section explains in detail how this code works. Disable collition while working on a scene.
.vmd file player full#
Run this at full speed (1000) for the entire length of the motion.Stop the recording on Mouse Recorder, clean it up so it only contains the two clicks (Register and >).vmd files by registering the position of all the bones on every frame. While this program can also interpolate (and a little interpolation is ok) the bone paths are not always exactly the same as MMD and can result in weird motions. Most vmd files only have a few keyframes and let MMD do most of the work by interpolating in between. MMD relies a lot on interpolation and interpolation curves for smoothness.Use mid damper and low hold for soft motion like pole dances or slow sex. As a rule of thumb use high hold and low damper for fast dances and quick motion.

MMD poses sometimes are physically impossible, so you can't always set this slider to max. The "Hold Rotation" slider dictates how much force should you model put to reach the angle given by MMD.The size of the model matters, you should try to match the proportions of the legs, chest, etc.After your motion is done you can change the output scene any way you want. Note: You have to use the base scene first. Tweak! Tweaking the physics of the model is probably the most important part to get decent results. The resulting scene file will be in VAM_OUT_SCENE.Ĩ. Run python \vmd.py, where DIR is where you put the vmd.py file.ħ. Set the VAM_OUT_SCENE variable to the location where the output will be. Set the VAM_SCENE_BASE variable to the location where the base.json file is saved. Set the MMD_MOTION_FILE variable to the location of the. Open vmd.py in any text editor, don't be afraid.Ģ.
.vmd file player install#
Open a command line, run "pip install pyquaternion"ġ.
