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File: BoteIA(Sima).png (1.5 MB, 1080x1920)
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Previous Thread: >>2895166

>Guides & Resources
Pastebin: https://rentry.org/MMD4Chan

>Videos
https://www.iwara.tv
https://www.nicovideo.jp
http://video.fc2.com

>Models
https://mmda.booru.org
https://bowlroll.net
https://3d.nicovideo.jp
https://seiga.nicovideo.jp
https://rentry.org/masterpost
https://rentry.org/MMDPrem

>Search terms
MMD, mikumikudance, R-18, 紳士の社交場, 紳士向け
MMDモデル配布あり, MMDステージ配布あり , MMDアクセサリ配布あり
MMDモーション配布あり, MMDカメラ配布あり, MMDエフェクト配布あり

>3DCG
Pastebin & Catalog: https://rentry.org/3DCG4Chan
>>
>>2902334
Oh thanks anon. I had completely forgotten about the material files. However, the tga file I have appears to have been edited to reduce the discomfort of the added mesh.

BTW, I found another edited model while going through the material files. Apparently, it was distributed by modesto in the past on fantia, but I could not verify if this was the case. The model I uploaded in >>2902209 appears to be a further edited version of this model.

ufile.io/aw066cne

As for the material file, it seems to be the same as the first one I uploaded, so I think it will display correctly with >>2902334 and the tga file I upload with it.
>>
I asked it in other thread, but is the Megumi Kato anon (the one who was helping me with Megumi's model) still around here?
>>
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Anyone bought the full version of this model?

https://yokechiya.booth.pm/items/6076258
>>
>>2902468
Sorry I was distracted
>>
I'll be the first fag to ask, does anyone have nikisa's russian roulette?
>>
>>2902490
It's okay, I'm glad to see you again :)
>>
Would anyone be willing to share monotamago's paid fantia motions aside from those that are already available on kemono? Particularly these:
https://fantia.jp/posts/2817671
https://fantia.jp/posts/2751705
https://fantia.jp/posts/2702004
https://fantia.jp/posts/2574013
https://fantia.jp/posts/2412072
https://fantia.jp/posts/2321594
https://fantia.jp/posts/2114812
https://fantia.jp/posts/2049878
https://fantia.jp/posts/1257568
https://fantia.jp/posts/1127545 + https://fantia.jp/posts/1144020
>>
>>2902495
how can we even pay for fantia nowadays, nothing works
>>
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so this is how liberty dies...https://www.iwara.tv/forum/announcements/36f3ccb8-fd13-41e6-b3f2-ce64149dba2f
If you have iwara premium, don't forget to cancel it, we cannot let this slide anons, it is setting a dangerous precedent and next time it might just be your work you worked hard on that gets purged from the site
>>
>>2902512
Wtf is wrong with them? They're just being idiots at this point

Even the people who made Genshin Impact or the ones who made other popular chinese online games wouldn't order other websites to take that drastic decision
>>
>>2902502
Those are mostly older works though. There are a couple purchasing methods left even for non-Japanese users, but I can't even access fantia other than by a volatile VPN these days.
>>
>>2902516
unfortunately the great chinese firewall is incapable of holding back the shitstorms
>>
>>2902516
long story short, angry bug men started to ddos iwara and mass report it to payment providers iwara uses because there were people uploading snowbreak NTR content and the admin got scared, so he decided get on his knees and suck the chinese bully dick and ban the content
I am extremely disappointed by this , I had been paying for iwara premium for many months now to support the site, despite not needing any of the premium features and i cancelled it today.
>>
>>2902512
Iwara is growing too much, now he can't go unnoticed
>>
Get some fucking ddos protection then.
No wonder their site is unusable half the time, they run it like it's still early 2000s.
>>
>>2902512
damn they just deleted 10 pages of posts to hide the fact most posters hated that decision
that is just straight up scumbag behavior
well, i'm done with iwara. honestly extremely sad, i supported them for a very long time too.
>>
>>2902512
Well, now you know why TDA is so popular and never goes out of style.
>>
>>2902539
the only solution is to ban China, we should've done this years ago
>>
>>2902488
yes
>>
Does anyone know where to get degochii?

https://www.youtube.com/watch?v=qTfDMhPC0NE
>>
https://bowlroll.net/file/128354
can anybody help with the pass?
>>
>>2902588
極小
>>
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Does anyone have this model?
https://bowlroll.net/file/128137
>>
>>2902560
Care to take a guess?
>>
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>>2902512
>If you have iwara premium
lol paypig
>>
>>2902769
I ask because I've seen videos on Nico from other users and in some comments they mention the distribution but they don't mention where.
>>
>>2902512
>https://www.iwara.tv/forum/announcements/36f3ccb8-fd13-41e6-b3f2-ce64149dba2f
what did Iwara do? the link says 404
>>
https://www.melonbooks.co.jp/detail/detail.php?product_id=2391761 anyone have this model
>>
>>2902783
ok leech
>>
>>2902899
they are purging all evidence
this is the summary of it >>2902531
the mods got so much backlash from the community they backpedalled and reversed the decision and now pretend it never happened
>>
>>2902803
For me, neither "磯崎圭一" nor "degochii" produce a single result in Nico search. Are you sure you didn't just make those videos up in your sleep and that they are relevant to your request specifically? May I see them as well?

>>2902899
What if you read the thread before asking and wasting a post?
>>
so I was looking at some texture and saw something interesting, there's an eye texture that's half transparent but when you put it on pmx editor it will change. does anyone know whats happening?
>>
>>2902938
Unsupported alpha storage format. It's not always truly unsupported though, just that the image viewer could fail to process it, while it blends just fine when loaded to the model.
>>
>>2902939
>unsupported alpha storage format
thats weird, both paint.net and photoshop doesnt detect it. is there anything I can use to process it?
>>
>>2902940
Google "convert alpha channel" or whatever.
>>
>>2902899
the Uma musume moment of MMD, iwara tried to duck out of the shitstorm but they dodged into another more intense shitstorm
>>
>>2902918
hey buddy i think you got the wrong door
reddit is two blocks down
>>
Anyone have this model or a similar model?

https://www.youtube.com/watch?v=qhOZy8JbPfs
>>
>>2903205
I wanted that model too but the guy who made it is one of those people who only hands it out to "certified" creators and non-gaijin.
>>
So several threads ago I asked about the meaning behind the term "trip camera". There was much speculation, but nobody had the correct answer. However, recently I found out that... trip is the name of the camera motion creator. And they're not really all the special either.

And now you know.
>>
>>2903628
>Weird knowledge increased
Well, it will be useful someday. Maybe.
>>
>>2903628
I was waiting for the penny to drop lol
>>
I have a question:
all "000mmd"'s models are original models? I want use the models{第六駆逐隊} for private but I can't find any information/product of this
>>
>>2903685
It's not original, it's just edited
>>
Anyone have this model?

https://www.aplaybox.com/details/model/VGmz65ljaoee
https://www.aplaybox.com/details/model/v7tsjZTUTM7m
https://www.aplaybox.com/details/model/wqtj1eoi48kB
>>
>>2902452
Does someone have best mmd Vocaloid GUMI out there ??

No TDA faces. Full Body. And Closer to her Canon Look
>>
>>2903756
>>2903757
Her CANONEST (old) look is kinda ugly though. And google "MMD gumi model list."
>>
>>2903758
I did and i hate the eyes. Theyre too Moe looking
https://mikumikudance.fandom.com/wiki/Category:GUMI_Models

This is acceptable though
https://mikumikudance.fandom.com/wiki/GUMI_Tanktop_Bikini_(Redstone)
But it doesnt have her Default V6 outfits
>>
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>>2903760
>> posts a moefied drawing to begin with
???
Anyway, just do a head/costume swap with a V6 Gumi then.
https://www.youtube.com/watch?v=YzDF5e2sRBI

Fantia plugins to simplify clothing swaps:
https://archived.moe/e/thread/2778976/#2783260
https://archived.moe/e/thread/2756093/#2758412

Also just stumbled upon this non-moe Gumi by accident:
https://www.nicovideo.jp/watch/sm23878785
>>
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I'm looking for that model (Abyss Horrizon), does anyone else have it?
>>
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>>2902623
thank you anon
>>
Hey everyone! that Ureshiiiiii Selling these private motions.

go check it up.
https://ko-fi.com/ureshiiiiii/shop

And but Does anyone have a Evolution of Dance motion by Ureshiiiiii

https://ko-fi.com/s/5313d612ec

https://youtu.be/GMSq5NYoJFU?si=tb-ZK58ZGV9gg89n
>>
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Please your help about pass from this model:

https://www.nicovideo.jp/watch/sm44145122

Hint's in the disclaimer (Google translated):

"The key is a combination of the video number and Aventurine's line (in hiragana) in the second scene where Kakavasha appears in the Japanese version of the video, [A fleeting moment of star travel: Fate is always unfair, but...]"

The referred video is this one:

https://www.youtube.com/watch?v=uW-uwhWH0F4

Video number is easy to get but the thing is that I used the YT transcript to find Aventurine's line (or quote) and convert it to hiragana to create the password, but none of the possible ones works. I don't know if I misinterpreted the hint or what, apart my Japanese level's barely that of jerk. I tried to find pass but I got burned. That's why I ask for your support with this. Thanks.
>>
Is anyone here familiar with mmdrandom31?
if so, does anyone know the order of his fucking videos?
>>
>>2902803
https://keiichiisozaki.booth.pm/

I recognize the models, they're VRM to MMD Converts with a few edits.
>>
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>>2903876
The number includes sm. The line you need is on 0:27 and consists of four hiragana symbols. No punctuation marks. (First try, heh.)
>>
Does anyone have these models?

https://www.aplaybox.com/details/model/gLI1uq8PanJf
https://www.aplaybox.com/details/model/ppkXLec6CqgE
>>
>>2903934
I knew it looked like a model I'd seen before (MominokiMomi), I'm guessing the comments I saw were from an edition, thanks for the info.

>>2902921
they are not shown because they are inside a groups
>>
>get commissioned to port models in exchange for money
>finish the job
>still charge more (the same amount) for people to download it
ahhh precious jewish life, i am glad to have missed time in the oven
>>
Does anyone have this motion?
https://www.youtube.com/watch?v=t6F7vKdzzKc
>>
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>>2903937
Thanks!!
>>
https://bowlroll.net/file/267560

share plz
>>
>>2904174
>14 DL
Optimistic anon
>>
Does anyone have clothed but nudeable models of the star rail women, for MMD or blender? All the links I find are mods for the game and can't be imported to blender.
>>
>>2903757
The best Gumi is this one:
https://m.youtube.com/watch?v=V4aCCmVkdks
>>
>>2904229
That's just this model, but with more edits: https://www.iwara.tv/image/rHCOvXnrEdD75W/update-gumi-v3-whisper-v414
>>
https://www.aplaybox.com/details/model/iiqXF4dhCmHN
https://www.aplaybox.com/details/model/ryFunFaU51v2
would someone be able to upload these?
>>
File: Oppa Thumb SFW PR.png (1.16 MB, 1280x720)
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[MMD] Oppa Do You Trust Me - [Motion Public Release][4K]
https://www.youtube.com/watch?v=F8T0YqKg9Pc
>>
Does anyone know in which thread the link to this model was located?
>>
>>2904340
>no saki
damn
>>
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>>2904464
https://archived.moe/e/search/text/Kiara/ > https://archived.moe/e/search/text/https%3A%2F%2Fpigeooooon.booth.pm%2Fitems%2F2701542/ > Thread #170.

>>2904193
https://archived.moe/e/search/text/Star%20Rail/
I particularly recommend the answer to the previous time this question was posted.
>>
>>2904472
The archive is mostly links to the official
SFW models. I also searched tstorage with chinese names as well, but it didn't have most of the characters, even some old ones
>>
>>2904464
457fyr1ulv88
>>
>>2904340
ts 54hg2y5xc9p5
>>
>>2904485
Well, somebody has to make one first, anon, and the cast is fairly big. Why don't you become that guy after making sure you've looked everywhere (tstorage, kemono, iwara, archive) to avoid reinventing the wheels?
>>
>>2903945
ts vvjnfr56awii
>>
https://bowlroll.net/file/325297
https://www.bilibili.com/video/BV1CHxheJEb4/
Anyone know the password? I tried using bv number (BV1CHxheJEb4) according to author's comment but it's not working.
>>
>>2904534
I guess the password for bowlroll is different somehow. It works on aplaybox, and since redistribution is allowed...
https://tstorage.info/jk12vooawcut
>>
>>2904538
Thank you!
>>
Man, I wish mikumikueffect was compatible with koikatsu.
>>
>>2904538
>>2904538
I found the password for bowlroll here.
https://www.youtube.com/watch?v=hP6H1syDLVE&ab_channel=Ralker
>>
>>2902327
Do you still have the models? Were they higher poly than the free ones?

The provided nudie bits are probably not as "functional" as the models are fairly old, so I'd replace them anyway, but higher poly versions would be great.
>>
>>2904608
They are old,
old PCs did not have the ability to handle high poly.
>>
>>2904525
Thank you! Really appreciate it!
>>
>>2904504
Thanks, appreciate it
>>
>>2904508
I'm editing a Black Swan and Acheron ones and adding a few things. But sadly I don't think I'll be able to add their original clothes. I might post it in another board if the result is not dogshit.

Kemono only had mods for the game, no files for mmd or blender. I didn't find anything on bowroll or the mmd booru. Iwara might have some, but not with the original clothes. The only suitable mod I found seemed to be premium only, not even kemono had the links, or they were broken
>>
Cover is shutting down the Hololy app. Now would be a good time for someone to rip the models from there and share them...
>>
>>2904499
>457fyr1ulv88
thanks anom
>>
>https://bowlroll.net/file/161989
Is anyone able to figure out this password? It's... a brain teaser.
>>
what happens to kemono? why the latest updates is 08.27?
>>
>>2904828
importer broke and nobody knows how to fix it
>>
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>>2904827
Yeah, and it's one of the simplest ciphers with the letter marking the column and the symbol after it marking the row. You just need to look really hard with the garbage quality available to users without an account to make out the differences between the marks. The numbers are easy to differentiate, but, to save your eyes, the rows go like this:
-
/
v
\
[null and not used here]
The password consists of 5 numbers + the phrase from the comment.

The stage itself looks like this, by the way.
>>
>>2904836
You broke my dream
>>
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>>2904840
Life is cruel, anon. More often than not, it forces you to work for what you want.
>>
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>>2904829
sad shit
>>
>>2904840
>Subject: do me a favore...
>>
>>2904845
Okay, time to start with koikatsu.
It's easier there, you don't have to be doing miracles with the effects.
>>
>>2904836
Woohoo, thank you! I didn't even notice the symbols marking the row when I looked in the video.
>>
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I hate these fucking ching chong racists
>>
>>2904910
what exactly was his point of contemption with the gaijins
>>
>>2904913
>>2904910
Your lack of literacy and self-awareness is concerning. *wheredoyouthinkyouare.jpg*
Sure, it's not fair to treat everyone from many millions of people in the same way because you and others you know were wronged by some of them, but it's understandable and even natural that you'd gain prejudice against the whole group when your bad experience with its members keeps repeating as a pattern, and this place engages in exactly what he's talking about. This can only be undone by consistently disproving the stereotype he described in his mind, but I bet no one here is willing to go to those lengths just to change the opinion of some creators, so we can only shrug and deal with it.
>>
>>2904922
shut the fuck up tim buckley
>>
>>2904922
He's wrong though. It's not that we don't understand the culture. We just consider its rules limited to Japan, and apply our own culture outside of it. Trying to force his culture on other, now that is racist.
>>
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Do we have this?
mirin-setokuma.booth.pm/items/4254612
>>
>>2904945
What do you expect from an ally of the axis
>>
>>2904945
>Trying to force his culture on other
that's not what's happening
that's like saying all those jap video games being region locked away from gaijin hands is forcing their culture on us
hell
america is guilty of forcing ITS culture on their businesses given the woke movement and seeing what the dragon quest devs had to say on the topic, that's an actual force of culture
>>
>>2904885
Best of luck with creating a unique non-sex motion in Koikatsu. Also with making it look like something that is not instantly recognizable as highly limited plastic Koikatsu graphics and body staples. I used to goon to various versions of her in ILLUSION games for entire days at a time, with about 20,000 screenshots left over as mementos of the depths of my depravity, and I concluded I'd rather pick versatility and greater control.

>>2904991
This. While gatekeeping is also forcing a culture in a sense, it's happening for those let into the circle rather than outsiders, who are unwanted and typically implied when "forcing a culture" is mentioned.
>>
>>2904995
What are you talking about? Koikatsu is the king in Iwara.
>>
>>2905001
King of SEX slop that has mostly the same earthy flavor, with bits of dances made in MMD for differently proportioned models in-between. I would say I don't even waste time opening Koikatsu videos, but it's not like I spend much time on iwara at all, especially now, when it's flooded with 3DPD hs2/vamshit, with every second creator promoting degeneracy.
>>
>>2905017
Hey, stop bullying our iwara.
and who cares hs2 iwara was made for anime girls
>>
>>2905049
I do because of how badly the website is made, so I can't prevent that shit from popping up in search. Like trying to filter out trash topics in the more active boards, it's a losing battle.
>>
>>2905070
Yeah, iwara search engine sucks
>>
>>2904910
Well, if they ignore us we can ignore their dumb rules.

"I am working to the to the extend that the original owner has made concessions."
This is not true.
>>
>>2905101
In the first place, this is a place where you share things for free that you can buy for money. What's the point of worrying about that now?
>>
Does anyone have Touch by Ren?
https://www.youtube.com/watch?v=pA6K0RtbeMI
>>
>>2905101
It is true. You're a foreigner, you don't get the same privileges.
>inb4 american "muh law"
>>
>>2905101
>Well, if they ignore us we can ignore their dumb rules.
it doesn't work like that you mutt
>>
anyone have these persona 4 models they've been locked for a long time on the links provided

https://www.nicovideo.jp/watch/sm19810222?playlist=eyJ0eXBlIjoic2VhcmNoIiwiY29udGV4dCI6eyJ0YWciOiJlcmVcdTVmMGZcdTc1NmFcdTk1NzciLCJzb3J0S2V5IjoibGFzdENvbW1lbnRUaW1lIiwic29ydE9yZGVyIjoiZGVzYyIsInBhZ2UiOjEsInBhZ2VTaXplIjozMn19&ss_pos=4&ss_id=421e67f8-faee-42c3-b06f-07fd71b2540d
>>
Does anyone have this motion?
https://natuse-sea.booth.pm/items/6048745
>>
someone got this:

https://www.deviantart.com/mdrmmotions/art/TDA-Dress-edited-samsink-edit-DL-Ended-973431791
>>
>>2905189
Have you tried deviantart?
>>
Alright, is it just me or has that one magic little nicovideo downloader extension for chrome not working anymore?
The damn download button for videos stopped showing up for me like a week ago.
>>
>>2905236

yea its just these in particular I'm looking for the ones from dancing all night i have. its just always wanted to try those out in the link i mentioned
>>
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>>2905254
It works for me and downloads the videos swifter than ever. See if your browser is up to date and that your version is 5.0.0.13 (Extensions > Manage extensions > Details). If you're not using Chrome to browse Nico, it could be your browser.
>>
>>2905254
I just use yt-dlp, easier to customize too
>>
>>2905365
I don't understand why it isn't working. Says Chrome is up to date and the extension is too.
>>
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>>2905422
Check its settings first, as the first one could have reset to ON. You might also have other extensions that tamper with the website's forms, like, say, a userscript that restores the old Nico layout. Then try checking for Windows updates and seeing if you're missing something, then rebooting and confirming again, then deleting the extension + closing Chrome + reopening Chrome and seeing if the extension has reappeared by itself. If that's the case, there was some 2024 update that broke writing privileges for Chrome's User Data folder for a while, I think that was an Avast core update combining in a mind-fucking way with some KB. Regardless, reinstall the extension afterwards.
>>
Are any of the pmx 2.1 features implemented in either MMD or MMM? Namely: QDEF (dual quaternion) skinning, vertex color materials using the first "additional UV" channel (which is actually a 4 component vector so it could fit a color, it's not just u/x and v/y), point/line drawing material modes, flip and impulse morph types, the 5 non-default joint types, and soft bodies? I remember there being a soft body button in MMM but I'm not sure if it even works. I don't know anything about the rest, just that some of them crash MMD.
Also, what does the external parent (外部親) bone setting do, in PMX editor? Is it ever used in real models?
>>
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>>2905489
Why not test them yourself if you know how they work? It could easily be quicker than waiting for a reply.
The answer is: all of that but QDEF in MMM, only the additional FOUR UV channels in MMD & Blender (as they are a 2.0 feature that is only usable in effects; painting them in PMXE, though, is not for the faint of heart unless you treat them as general modifiers for whole meshes).

>> Also, what does the external parent (外部親) bone setting do, in PMX editor? Is it ever used in real models?
Pretty often (usually in sex scenes, since IK limb attachment greatly simplifies sex motion making—TBOMB200 is particularly prone to abusing it—or when a character carries any accessories; in regard to the latter, the copied bone structure method is preferable for non-high-end computers in complex MikuMikuMoving scenes due to poor optimization), and it's the biggest reason for sharing PMM and, rarely, MPJ files. I have over 300 PMMs among all of my UserData, almost one for each day of the year.

In fact, I talked about some of these things elsewhere just yesterday. >>>/h/8238591
>>
>>2905489
>Also, what does the external parent (外部親) bone setting do, in PMX editor? Is it ever used in real models?
adding to the above post, it needs to be set if you want to OP the bone in MMM, whereas MMD just presents all movable bones to OP (which often makes the list annoying to navigate)
>>
>>2905499
Thanks for the detailed reply. And I'm sorry for being lazy, yeah I should have tested them myself in retrospect.
How is the external parent bone PMXE setting supposed to work though? It's not related to the "OP" button in MMD, right? You toggle it on and input a "Parent key", but what is the parent key? The 0 default leads me to believe it's not a bone index, otherwise it'd be at -1 like the usual bone index null value.
>>2905511
Ahh, so it just adds it to the list of "OP"able bones?
>>
>>2905432
It's decided to start mostly working now.
I deleted my history and cookies and all that, logged out of nico and back in, changed my nico language to japanese instead of english and then some videos it started working for. Other videos that I'd recently tried to get still didn't work for whatever reason.
Tried again after some sleep and then all of a sudden some of those previously not working started working too.
So I guess crisis averted for now. Hopefully no more hiccups pop up, cause I was resorting to screen recording, which is such an ass way to have to do things.
>>
>>2904829
No ..
>>
https://www.aplaybox.com/details/model/4eCb3UA0Q4s4
https://www.aplaybox.com/details/model/tIOYlfIwcf2E
anyone, please re-upload
>>
>>2905681
damn, ozzy be peepin lol
>>
>>2905681
>>2905775
oh n/m
he only posted the top one
>>
>>2905681
was gonna dl them but my account has been banned again
>>
>>2905782
...how does that happen?
>>
>>2905782
>say word
>social credit score stolen
>>
>>2905788
Oh no, foreigner hunting again
>>
>>2905775
pcc be peepin
>>
>>2905515
Yes, but enabling it also allows smoothly transferring between attached and non-attached states with MMM with the interpolate setting, unlike the default "Root" bone, which can only do that from the default position, otherwise it snaps on the previous Disp/IK key. (P.S. If you add another bone above 全ての親 to see if that fixes the problem, attaching 全ての親 alone will do nothing, but in conjunction with attached Root it works somewhat yet also throws an exception and breaks the list display (showing no attachments) if you take another look. Basically, only use Root if you don't plan to change the attachment state, do it off screen, or very finely adjust the position to conceal snapping.) Here's a demo:
https://files.catbox.moe/m48fix.mp4

As of now, the key has no (known) purpose (https://nekonekokeikaku.livedoor.blog/archives/20476586.html) other than (a different source that is dead but available from the web archive says it must be above 0 to work in MMM, but it's not true at least for 1.2.9.2) maybe writing down the order it must maintain in the external parenting list in case you forget it and decide to add another attachable bone above, so if you had Arm IK attached to another model in an old project, you will find it replaced with torso IK or whatever assumed its position in the bone list. Not important at all. Can only assume it was intended to make attachments saveable in motions, but nobody implemented that, because how can you even implement something like that with a different project structure?
>>
File deleted.
about time this guy got his kisaki out
what's it been like two years
>>
>>2905786
i only shared one or two models about a month or so ago. probably because i registered with a fake ching chong number.
>>
>>2905833
isn't that the method to get an account if you're not a real chink
>>
>>2905836
yes, because i'm not a zhang man, why else would i use a fake number. it's a bitch just getting one to work.
>>
>>2905837
it's just me making a point that
>just make an account bro its that simple
kind of remarks aren't really the great solution some would claim they are
>>
>>2905838
oh right, sorry, i misunderstood.
yeah, getting the site to even accept a number is a pain then you have to hope the fake num site receives the confirmation code. That's the way i do it. unless there's better methods.
>>
>>2905836
>>2905837
You can use a real number from another country just fine, and they send you confirmation codes via calls.
You need a Chinese number only for bilibili/baidu.
>>
>>2905863
i don't even like giving my phone number to the americans let alone the chinese
>>
>>2905822
I see, thank you for the detailed response, even going to such lengths to make the demo. I actually thought the MMD "OP" button functionality was missing entirely in MMM before.
>Can only assume it was intended to make attachments saveable in motions
They aren't? Aren't they saved in the Disp/IK/OP track? I've yet to try parsing vmd files and I'm not sure how the data from that track is stored. Is it stored in vmd files at all? According to this:
https://github.com/mizuka-wu/vmd-js/blob/master/src/Vmd.js
...the file starts with a header and then immediately goes for bone keyframes, then morph keyframes, then camera and light. I see no other special track. I initially assumed the Disp/IK/OP track was part of the bone data. But each bone data keyframe has the bone's name, time, translation(xyz floats), rotation(apparently a quaternion) and 64 bytes of curve handle data. Each key has 4 curves, so 8 handles, 2 floats per handle makes it 16 floats = 64 bytes. Unless it reuses that space differently for the "Disp..." track AND places more than one keyframe per time slot to accomodate multiple OP keys, I don't see how it can contain the data. Maybe at least disp and IK are stored as morph data, those have only a name, time and weight, totalling 23 bytes. But OP wouldn't even fit there as it'd need at least 31 bytes of data: 15 bytes per bone name plus one byte for the boolean toggle state. Hmm, so I guess it couldn't logically be stored.
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>>2905914
It only stores the active model/IK flags plus additional MMM parameters, like the scale. Disp/IK keys are stored in VMD files amid the regular motion data in a separable way. The only way to transfer an attached state, aside from sharing the whole project with the end user replacing the models, is by copying a keyframe to a similarly structured model in a 100% identically structured project, which makes sense.
>>
>>2905916
Thanks again. This information will be useful when I get to processing vmd files.
>>
>>2905917
No problem. Do you think you'd be able to figure out why these attempts at MMM adaptation of ikFur and ManualLotion don't work, by the way? My limited knowledge isn't enough to spot a reason.
https://litter.catbox.moe/4v20cu.zip
>>
>>2905918
I'll have a look, sure, but I can't seem to connect to the domain to download the file because of this error and I can't seem to bypass it:
https://support.mozilla.org/en-US/kb/secure-connection-failed-firefox-did-not-connect?as=u&utm_source=inproduct#w_did-not-connect-potential-security-issue
There isn't a button to "proceed anyway" like on some of the warnings.

If you can either paste the shader code to pastebin or upload it somehere else, that'd be great. Sorry for the trouble.
>>
>>2905918
Well I didn't look very hard but I couldn't find ikFur with a 5 second search, but I did find ManualLotion. It didn't really need MMM "adapting" because it doesn't use bone skinning as it uses bones as controlobjects. I really only changed 2 things: the naming for the bones and morphs in the pmx file and the effect (because MMM can't handle japanese names for controlobjects) and also changed the alpha value of the material in the pmx to 1. Apparently MMM culls all materials with 0 alpha in advance and doesn't even attempt to render them, unlike MMD. Here's the file:
https://www.mediafire.com/file/dmkagvat2rcymdl/mlotion.zip/file
If there's something I overlooked, please tell me.
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>>2905932
I see, so I was just missing material alpha. Thank you. It's funny that skinning turns out to be entirely unnecessary in this case. Reuploaded (you can compare with the single-file compatibility approach):
https://www.mediafire.com/file/pdlrh1ufkkpw8w0/Effects.zip/file

With ikFur (ikeno's original effects are here: https://ux.getuploader.com/ikeno/ ) it's more difficult, similar to the gbuffer snag with sdPBR (https://bowlroll.net/file/320292).
I presume it doesn't store the position in the buffers correctly for some reason, because this is how it behaves:
https://files.catbox.moe/wusvr2.mp4 OR https://www.mediafire.com/file/9hl1rshvea3lkot/2024-10-05_13-04-45.mp4/file
And this is how it should work (I want it for that ghillie suit look):
https://www.nicovideo.jp/watch/sm43055753
>>
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>>2905942
I might be getting close to the issue. I still haven't solved it because I need more testing, but I think I know what the problem is.
I downloaded the effect separately as I started working before you replied, and out of the box it had these issues:
-The first obvious one that the compiler tells you is that MMM_SKINNING_INPUT is redefined in _fur_position.fx and _fur_normal.fx. The _INDEX semantic variable can be declared separately and you can feed them MMM_SkinnedPositionNormal variables using the preset MMM_SKINNING_INPUT declared internally by MMM.
-The second one is the fact that those render target buffers aren't populated because the "self = _fur_*.fx" script part doesn't actually assign the model to the render targets. I got around it by explicitly writing the pmx file name instead, or you could assign them manually like you did in your video.
-Then I reassigned the "perturbed" vertex positions and normals that were run through MMM_SkinnedPositionNormal in a bunch of places. Like usual for adapting for MMM.
-Now the mesh moved through skinning, but the fur still wasn't showing because the textures used for offscreen drawing fur data in the passes were all black.
After trying a bunch of stuff, at one point I changed the point size in _fur_position.fx and _fur_normal.fx by setting eg "PointSize = 10.0f;" next to "FillMode = POINT" to see if it was reading the buffer wrong, and apparently it was. Basically what I think is happening is that it's doing everything correctly at that point, except that the functions responsible for reading the "pixel buffer" arranged by _fur_position/normal.fx are reading from misaligned coordinates. So they get black and render nothing. I made some morphs to manipulate the coordinates the RT passes write to, to quickly test different values, but even on this simple mesh my poor gpu started choking. I need to do something for a bit, but later today I'll make a simpler mesh and debug the exact offset you'd need for MMM.
>>
does anyone have this model?
https://www.aplaybox.com/details/model/kM8vXhwDCODb
>>
>>2905822
Wow anon your animations are so smooth! Do you manually edit the interpolation curve always, or is there a shortcut to automatically smoothen them?
>>
>>2905987
Damn, just how many undocumented effect breakers does MMM have?
I've tried plenty of PointSizes (at 1000 it seemed as if it was going to give me a BSOD, while below 9.0f there is no effect), changing VPBUF values, even changing the FillMode, but pic related at 12.8 looked funny, and that's all I've achieved. I hope you'll have more success finding out how to set it up.

P.S. Also, if you set Output Screen Size in MMM to the same or close ratio as VPBUF dimensions specified in the config (or vice versa), "fur" appears in a slightly different but similarly messed-up manner... or nevermind, maybe it's because the values were too small and there wasn't enough space on the texture, as 512x512 | 512x512 == 1920x1080 | 512x512. In any case, it continues stretching from any mesh it's using to coordinate zero.

>>2906017
The numeric keyboard next to the interpolation curve display lets you quickly use presets described in https://www.youtube.com/watch?v=tXoaBwMWs4I (and you can replace them with your own curves), but I always drag the ends manually. However, the part of sm31573223 that appears in the attachment demo is not by me and barely adjusted.
>>
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>>2906069
I looked at it it some more and I found half the reason why it's reading (and writing) the wrong coordinates. Basically MMM doesn't allow you to have non-square (probably also non-power-of-two) render targets, if you try to set non-coinciding x and y dimensions it'll automatically fit to the nearest square. The shader is trying to render to a 1024x32 texture by default. 1024*32 is 65 thousand, and the config file says that the 32 setting can handle 65 thousand verts, so it makes sense. But it gets resized, so it's writing computations come out wrong. Then the shader is trying to process the data on 1024 by 8 times 32 = 512 textures, one extra pixel per hair "layer". Those also get resized, so reads from them are also off.
The expected render target texture (for either _fur_position.fx or the _normal one) for the render targets should be filling-from-the-top-left solid rows of pixels, each pixel representing a vertex, containing the vertex' normal and the position. But since MMM fits the textures to the nearest square, and the shader tries to write to a coordinate that's row#/VPBUF_HEIGHT of 32 by default, it ends up writing to a, if it's the second row (so index 1), 1/32 which is about y=0.03. If it were a 1024x32 texture, it'd write to the second pixel row. But on a 1024x1024, it ends up writing to pixel row#32. So that's why there's a y offset. It's reading using the same methods of dividing by the VPBUF_HEIGHT constant, which comes out wrong as well.
Fixing it is going to be annoying since the division by height is used in quite a few places all over the shader. I'm gonna do it tomorrow if you don't mind.
But there's one other issue where there's gaps between the x positions of the vertices. It goes 2 pixels, then an empty spot, and repeats until the 20th sequence where there's a single pixel. I'm not sure why that happens. Maybe it's just a vertex that has negative values and thus no real color to show. I won't be sure until I clear the first problem.
>>
>>2906075
Ahh sorry, I reread my post again and noticed I wrote 32 for the VBUF_HEIGHT default. The default is 64, not 32. 1k times 32 is definitely not 64k. Sorry.
>>
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Any idea how I can change the pussy of a model? This one has way less options and doesn't even have a clit. But its shape is different from the one I want to install, so if I just delete it, there will be holes where there is missing meshes (pic rel). I tried chopping the models at the lower body bone, but when I join one half with the other's, the leg IKs don't work well. Plus the pussy shape keys/sliders are missing as well.
I can't just do a head surgery because the model has clothes and it would probably be a pain to transfer them to the new body
>>
Does anyone know how to convert a .vpd to a workable format for Unity? I'm working on some VRChat stuff and wanted to convert this MMD pose to the FBX format and thought I'd ask here.

I assume I have to convert it to a VMD first but don't know where to start.
>>
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Can anyone help find the source of this omake video of Sulleta Mercury in Bowlroll?

https://bowlroll.net/file/324843
>>
>>2906193
I think it's possible in pmx,
but it is better with metasequoia or blender or maya
>>
>>2906193
I had a tutorial for this but sadly lost the link...

Basically keep more of the existing pussy mesh so that there are no holes, and delete only the faces that are fully covered instead of the whole material. Subdivide the overlapping faces roughly along the edge of the new mesh. Then move the vertices one by one to match the new mesh. If the new mesh has more vertices you'll have to do some more subdividing so that each new vertex gets paired with an old oned. Then fix the normals and UV if necessary.

To move the vertices, right click the label next to the XYZ coordinates and select "copy", then paste to the other vertex, same with their normals. Or export the vertices to CSV and do the copy-pasting in a spreadsheet, then reimport it.
>>
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>>2906069
Ok, as usual, I am a tard and went off overthinking things. I know I sound like a broken record by now, but the real issue was that MMM didn't parse the "int2 Dimensions" variable that was passed to the declaration of the offscreenrendertargets. And created them with the viewport dimensions. It can actually create any render target just fine, you just can't use the "Dimensions" variable to set them, they must be set either separately or using the "float2 ViewportRatio" variable. Passing width and height separately solved all the alignment issues, so I didn't have do modify anything in the rendering functions aside from the skinning thing. I started over from a blank slate version of the effect and commented every change I made with "//CHANGED" so you could ctrl+f them. I only modified the files in the ikFur/Fur/ folder, I didn't adapt the postFur version. Just copy the changes I made in the first folder if you need that one and it will probably work. Here's the file:
https://www.mediafire.com/file/7z3g2wz8i7ajde1/ikFurMMM.zip/file
>>
>>2906069
>>2906246
Ugh, sorry for spamming again but I forgot to mention that you need to set the target model to render to the _fur_normal_.fx and _fur_position.fx manually, as the "self=___.fx" script setting doesn't work in MMM.
>>
>>2905681
tstorage 3wxdyg4aybkz

>>2905988
Just a sword only, sure?
tstorage boaa351d34r8
>>
>>2905681
https://www.bilibili.com/blackboard/era/zW2PMwFvKjSRpcKj.html
I'm a very kind person, so I'll give you a hint. You can download it from here without an account. If you're not smart enough to download it from here, you should give up.
>>
>>2906193
>>2906218
For a cruder but quicker solution, you can join their positions by holding Alt while dragging the center of the handle in PMXE (other scaling to zero means also exist), seeing as the divisions roughly match. Ctrl+J if UV mapping doesn't matter. You can also create new faces using Advanced Edit (F5).

>>2906210
1. Go to frame 1/30 (with MikuMikuMoving, always use 30 FPS when exporting a .VMD file).
2. Create a new camera key to make the motion saveable.
3. Load your .vpd to a model that supports all the bones and (with MikuMikuMoving) morphs listed in it.
4. Register unregistered keys.
5. Select the column (of keys on frame 1).
6. Ctrl+C, Del, go back to frame 0, Ctrl+V.
7. Export as a .VMD file (in MikuMikuMoving: all keyframes, no layer integration).
8. https://www.google.com/search?q=VMD+to+unity
9. ???
10. PROFIT!!11

>>2906212
It's always that one guy who keeps walking the fine line between bannable and dubious, a remnant of the old permanently horny Nico. He has several accounts with names ending in "taki".
https://www.nicovideo.jp/user/133134865

>>2906248
You could really use more confidence. And thank you very much.
Dimensions must also be replaced for VPBUF_SIZE2 users, because other VPBUF dimensions will remain broken otherwise. Pic related.
Also, would you be able to tell how to prevent geometry that is hidden by default and is NOT using this shader from being accounted for? (Only with SelfShadow, so it could be related to ZValue. Though self shadow doesn't seem to be coded for MMM to begin with. Flat colors, no shading. I'll work on that myself later.)
Clipping alpha below 0.01, which I used in other such cases, doesn't work, and ikFur code shouldn't even affect materials that don't have it assigned in the first place. (Though I could just use ikPostFur instead.)
https://www.mediafire.com/file/lw5xz5tzg3d43fa/ikFur_%2528adapted_further%2529.zip/file
>>
>>2906286
>Dimensions must also be replaced for VPBUF_SIZE2 users
Oops, sorry. I only tested with the simple blender monkey head and a quad and I guess that was enough to not have issues at that point.
>prevent geometry that is hidden by default and is NOT using this shader from being accounted for
I did a quick test with a morph-controlled "clip(morph_value*2-1)" in a quick shader but I couldn't reproduce it, so I probably did something wrong. But inspecting the shader I found a bunch of possible issues that you could try, if it's really related to what's called "zplot" in MMD:
-I missed adding the skinning thing to PlotFurZValue_VS in _fur_body.fxsub, whoops. Try that.
-The ZplotTec technique in that same file has "AlphaBlendEnable = FALSE;", try removing that.
-Does MMM even need a separate ZplotTec? MMM uses its own internal shadowmapping. It seems like the default MMD ZplotTec shaders use the LightViewProjMatrix (called that by default in most shaders), but that matrix isn't accessible in MMM (which is why I had to roll a custom lightviewproj matrix in shanoa.pmx), so it should be all 0 in MMM anyway. Try commenting the zplot technique out entirely in _fur_body.fxsub.
Having said that, I'm unsure of why zplottec would matter for alpha blending. Zplot is the shadowmapping technique for cast shadows/self-shadowing.
What might be happening though, is the self-shadow toggle button triggering the "if (useSelfshadow)" branch of the vertex and pixel shaders in _fur_body.fxsub. If self-shadowing doesn't work anyway and everything works with it off, you could try passing "false" instead of the "selfshadow" in the shader technique passes in the aforemented file for a really quick fix. Otherwise you'll need to add your clipping to the "if (useSelfshadow)" pixel shader branches.
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>>2906304
>> I missed adding the skinning thing to PlotFurZValue_VS in _fur_body.fxsub, whoops
It's not using either skinnable property anyway.
>> The ZplotTec technique in that same file has "AlphaBlendEnable = FALSE;", try removing that.
>> you could try passing "false" instead of the "selfshadow"
I had tried all three of the above in those five hours between writing most of that post and sending it (and reattempted just now for good measure), to no avail (disabling SS does "fix" non-existent shading though). Commenting ZPlotTec out does nothing either (and it's needed for MMD), nor does replacing useSelfshadow with useSelfShadow (which is how it's spelled in other effects).

>> Otherwise you'll need to add your clipping to the "if (useSelfshadow)" pixel shader branches.
But they aren't if/else branches, just conditional extra processing. Doesn't triggering a clip abort execution of subsequent PS code anyway? I tried putting it in the middle, at the start, and just before the return of various pixel shaders and tested with MaterialDiffuse.a, DiffuseColor.a, Color.a, IN.Color.a, maybe something else. Only managed to remove the fur entirely in some cases.

>> that matrix isn't accessible in MMM
Seriously? Damn. It's a shocking revelation, but code examples confirm it. Pros like HariganeP replace it with these lines (that are provided in SampleBase.fxm), which come with a whole bunch of extra work in the shader:
bool LightEnables[MMM_LightCount] : LIGHTENABLES;
float4x4 LightWVPMatrices[MMM_LightCount] : LIGHTWVPMATRICES;
float3 LightDirection[MMM_LightCount] : LIGHTDIRECTIONS;
float3 LightPositions[MMM_LightCount] : LIGHTPOSITIONS;
float LightZFars[MMM_LightCount] : LIGHTZFARS;
>>
Could you please share this?
https://misterpink.booth.pm/items/2881290
>>
I started using sdPBR and I'm wondering, is there a way to use two effects at once? Specifically I want to use FollowingEye with the eyes, but also control their material properties.
I manually merged the fx files and sorted out all of the duplicate declarations but I ended up getting stuck with an unhelpful error about failing to initialize that I can't troubleshoot.
>>
>>2906498
Unlike Ray-MMD, SdPBR does not allow using shaders that do not adhere to its own material structure, and it's a question whether a merger will retain its external shader functions. But you might be able to do it as a post-effect, like in ikPostFur. However, what is even the point of going to these lengths when you can much more easily morph the eyes? All you need is to make both the whites and irises smoothly concave, similarly to a deep fruit bowl, so that the edges cover the pupil as you change the camera angle, creating the illusion of a shift in the line of sight toward the camera. The deeper they are in the socket, the more pronounced it is. Morph names: カメラ目、カメラ目線、コッチミンナ。
If it's a motion that uses FollowingEye, delete the right & left eye keys that rotate the eyes around.
I'd link the previous relevant reply on the archive, but it's shitting itself again.

>>2906472
Have you already confirmed that the Bremerton from storage is not it?
>>
>>2906506
I've used that trick before, it's just more of a hassle to morph the eyes than to apply a shader as I 've used a different model for every video I've made so far. I use shitty Koikatsu models, and sometimes the eyes don't rotate nicely, so being able to manually adjust the follow ratio on the fly is nice.
I think I'll try the merge the other way - just copying the rotational stuff in the PS/VS functions from FollowingEye to a copy of sdPBRmain.
>>
Does anyone have Kaoru's Touhou model?The website is now closed.
>>
>>2906506
Dang it, I don't have Bremerton in Storage Link
>>
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>>2906561
I got eye following to work with sdPBR, here's the link if anyone wants it
https://gofile.io/d/NqYJBa

The one caveat is that it won't work on eyes reflected in mirrors (probably).
>>
>>2906472
https://tstorage.info/rqnwe99kdcbv
>>
>>2906568
What model is that?
>>
>>2906438
Is there any way to use ikfur with RayMMD?
>>
>>2906604
The character is Inugami Korone, I exported the model from Koikatsu and made some manual edits a few days ago. I believe the original card is by Hatoko. I tried to copy her new Live2D outfit and got it working-ish in PMX Editor.
>>
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>>2906608
Just assign ikFur as the main shader.
https://litter.catbox.moe/4ngv9v.mp4

Even though ikPostFur is supposed to be the effect to use with other shaders, it doesn't work if loaded after Ray-MMD for MMM for some reason, and if Ray-MMD is loaded after it (and it must be cached before ikPostFur in order to not instantly crash), it eventually breaks the project due to the offscreen render target conflict (no problem in MMD though, aside from the hidden material issue). Also relative to MikuMikuMoving, you currently need to disable self shading for the model.

If you want even physics-based rendering with it, you'd have to combine it with Raycast material code, with no guarantee it'll work.
P.S. Oh, ikPostFur needs this code insertion around the start of the file to work properly in MMD:
float Script : STANDARDSGLOBAL<
string ScriptOutput = "color";
string ScriptClass = "scene";
string ScriptOrder = "postprocess";
> = 0.8;

>>2906566
Shou, Sanae:
https://tstorage.info/q80btc6ldxvj
>>
>>2906438
The shading goes away when you toggle self shadow because the MMD lightviewproj matrix is zero in MMM, which makes shadowmap calculations make it so the entire model is "in shadow".
If you want to use the preset internal matrices, I guess you should follow what's written in the SampleBase.fxm file in MMM's "Shader" folder. Actually writing to the internal shadowmap textures may not be possible, "zplot" techniques may very well be ignored by MMM entirely. I found some chinese site long ago that had the actual hlsl code for those internal MMM functions like MMM_GetSelfShadowToonColor and MMM_SkinnedPositionNormal that I have saved in a text file somewhere, I can paste it to pastebin if you want to copy but customize their workings.

Now the transparency, I tried but I can't reproduce it. What I did was make a model with 5 materials:
-A quad with material 0, with ikFur assigned to it
-A blender monkey head with material 1
-A bunch of "hair domes" with a semi-transparent texture over the head with material 2
-A bunch of "earrings" with 0.5 material alpha, material 3
-Another quad with ikFur assigned to it , material 4

-The blender monkey had a shader that just sampled its texture, set the alpha to 1, and output it
-The hair domes had the same but with "clip(out_c.a<0.5 ? -1 : 1);"
-The earrings just output their material diffuse, with "clip(col_diffuse.a<0.6 ? -1 : 1);"

Selfshadow or not, the result didn't change. Neither the earrings nor the hair made a "hole", when rendered against any of the materials. The quads' fur shading didn't change because they had no toon texture assigned = no "shadow". I'm probably doing something wrong.
If you can help me reproduce the behavior in your pictures, I can try to solve it. Sorry for not being of much use. As you can tell, I mostly try random stuff until it works, so I'm no super expert.
>>
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>>2906645
I couldn't initially replicate it with primitives either until, after reducing the body further and further, discovered that it takes... having any toon assigned to the "background" opaque material that is visible through the area of a semi-transparent material that is covered by a hidden material. Removing or flipping toon-related conditional bits in the code did nothing.
https://www.mediafire.com/file/m3kg0fb5mf8s7qf/fff.pmx/file

>> As you can tell, I mostly try random stuff until it works
Same as me, but your evidently much greater coding experience lets you achieve better results. In the land of the blind...
>> I found some chinese site long ago
Could it be my favorite (being the only contender) Luxembourgian-language (in the opinion of Vivaldi's webpage translation widget) website https://www.soranoiseki.com/mmd/2014/02/01/post ? If yes, that's just sample excerpts. I have MMM code at hand anyway, decompiled with dotPeek at possibly even your own suggestion ( https://archived.moe/e/thread/2864449/#2869700 ), so no need.
>>
>>2906253
>>2906254
thank you!
>>
>>2906254
>>2906773
https://www.mediafire.com/file/mwcrtt6j3k1nv0e/1727258865286.zip/file
>>
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>>2906704
Thank you for taking the time to reduce it to primitives. When I loaded it initially, assigning only ikFur to the first material made the front part of the red ball transparent. That was the main issue, right? Then I tried it with a simple shader that output a color, and got the same result. That was weird. So then I loaded SampleBase.fxm, and that one worked fine. I kept removing parts of the code looking for the issue and I think I found it. The result in the picture is what you're expecting, right? Ignore the lack of shading on the fur, I used my old poorly adapted version of ikFur.
What I think is happening is that MMM doesn't use the "object_ss" mmd pass. It only uses the "object" mmd pass. But it still needs to know if the pass is for the self shadow mode or not, so instead it uses the boolean "UseSelfShadow" value in the <> brackets after the technique name. So, in "_fur_body.fxsub", add:
bool UseSelfShadow = selfshadow;
...after
string Subset = "0";
and
string Subset = "1-";
(ctrl+f these, the spacing is the same because I copypasted)

And then change:
OBJECT_TEC0(MainTecSS0, "object_ss", use_texture, use_spheremap, use_toon, true)
and
OBJECT_TEC(MainTecSS1, "object_ss", use_texture, use_spheremap, use_toon, true)

to:
OBJECT_TEC0(MainTecSS0, "object", use_texture, use_spheremap, use_toon, true)
and
OBJECT_TEC(MainTecSS1, "object", use_texture, use_spheremap, use_toon, true)

And try it then. Maybe it'll work.
>>
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>>2907002
Wow, thanks a ton. I really should have learned my lesson to not disregard what the documentation said when I tried to use object_ss in T_ToonShader a month ago because I didn't like flat full-body shading. (E.g., when putting a model in a room with walls that are not transparent from the outside.)

There's still some inexplicable behavior (no fur for some materials) that occurs if you add more primitives, such as a box (even if you subdivide the box or reshape it) or sphere (regardless of their position in the material list), but I'm not sure it's worth spending more time on it just to solve something that might not even be useful in real scenarios (as it seems to work fine with normal models that don't have a lot of vertices).
>>
>>2907045
When I just started testing this effect, some primitives I spawned also didn't have fur. I didn't have this issue for long because I immediately tried a few things at once, but think that got fixed by adding uvs that weren't just all 0. Maybe it also needs a texture assigned, not sure. Try quickly unwrapping those primitives and see if it helps. Maybe the effect uses uvs in some way for spacing or something.
>>
>>2907048
Uh-huh, that fixes it, thanks again, your help is invaluable.
>>
Can someone give me the pw for this? I've tried the release date of the linked video (0123) but it doesn't work:

https://bowlroll.net/file/244645
>>
>>2907219
I can explain what to do instead. Now, translate the full description of the bowlroll upload and use your brain to add two and two together, then google the MVs (music videos) mentioned in it, preferably with the name of the singer duo, and look at the date.
>>
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I got tired of recoloring shit in GIMP and made a simple effect with HSV sliders to recolor stuff on the fly with sdPBR

https://gofile.io/d/pmLGXm
>>
https://bowlroll.net/file/292488

パス:動画番号+好きなものカタカナ3文字
https://www.nicovideo.jp/watch/sm41607301

Anyone know the password? I have the video number
>>
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>>2907562
https://archived.moe/e/search/text/sm41607301/
>>
Where can i borrow this model...Can someone share the model please
>>
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does anyone have raora model who can share? pls
>>
anyone have this model?
https://www.aplaybox.com/details/model/gQauKbGPtneo
>>
Please, I need some help before going crazy.

https://www.aplaybox.com/details/model/BOjmjyJvyWkK

This Biyatch edited the password at least 2-times, because it was wrong. The pass is her japanese name in romaji and the one that called her saying the company is a sushi place. The answer should either be:

rikuhachimaarushishidouizumi

or

rikuhachimaaruakashijunko

Please, for the love of my retarded asses sanity, where is the error in my writing and what am I doing wrong? Because none of them worked and the chinchin in the comment deleted my post because it had supposedly the right answer in it, but none of the 2 work.... I am going crazy here
>>
>>2907691
The third "u" is omitted because it's a diftong. Pretty common, really.
>>
>>2907562

its 41607301カレー
>>
where can i get the kind of effects used by ero animators like pastakudasai and flim13? sweat, vacuum fellatio, etc.
the mme archive referenced in the pastebin appears to be dead, and so's the internet archive atm
>>
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>>2907733
Consider providing examples. Sweat could be PBR materials that imitate water drops on skin, ikSweat, MangaSweat, or a separate material controlled with bones and/or morphs. Vacuum fellatio is most certainly bone weights rather than effects. See Ademar's Izumi for a way to set it up. You can attach movable bones that have the external parent setting enabled in PMXE to bones of other models, which is also the idea behind my Torso IK setup with the target at the mouth opening (in MikuMikuMoving only; its primitive ancestor can only do that with IK bones, regardless of whether you even want them to be in the list, kwab). Technically, you can also attach bones that are only rotable, but I really don't recommend that.
>>
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>>2907733
ikSweat works pretty well, but it needs a lot of tweaking and it's annoying to load
Vacuum fellatio should be really easy with morphs that stretch the mouth
>>
>>2907695
thanks bro
>>
So the recent news about Nico Nico sucks. I quickly changed my region and timezone to Japan to still see and DL MMD related stuff.
>>
>>2907785
What news?
>>
>>2907657
>Where can i borrow this model
what, from like a library? were you gonna return it when you're done with it?
>>
>>2907788
https://blog.nicovideo.jp/niconews/231350.html
Not sure if changing regions and timezone will help, but did it to be safe. You may want to prepare a VPN if all else fails.
>>
>>2907785
>So the recent news about Nico Nico sucks.
nobody has a clue what you're talking about
>>
>>2907793
but have they even enumerated or delineated what these restrictions would even be
>>
>>2907801
That even with Display Sensitive Content on, it may not display things are blocked for Western view. So things like loli, NSFW stuff, that kind of thing.
>>
>>2907785
How do you download videos form NicoNico? I'm planning to do the same
>>
>>2907793
>>2907801
>>2907803
As long as I can still download models without needing a VPN this is whatever
>>
>>2907806
Technically it will also affect NNSeiga, So if a PW is needed from there, some people will be screwed.
>>
>■ニコニコ静画(Niconico Illustrations and Manga)
>All services, including viewing, posting, and displaying on the Seiga(静画) top page, the Illustrations(イラスト) top page, illustrations, and comments, will no longer be available (for both PC and smartphone browsers), except for Manga(マンガ).
so you can't even view anything on seiga at all?
>nothing about 3dnico
>>
>>2907804
You can DL NicoNioc videos via Nicozon. Here's a tutorial on how to do it.
https://www.youtube.com/watch?v=sztJ8cO4mak
>>2907823
Yep, not being able to see Seiga at all as a whole.
>>
>>2907804
>>2907827
yt-dlp can also do the job
>>
>>2907829
How do you add the option for Nicovids? I tried to DL one and I just got an error.
>>
>>2907831
didn't have to do anything, it worked out of the box for me *shrug*

$ yt-dlp https://www.nicovideo.jp/watch/sm35119296
[niconico] Extracting URL: https://www.nicovideo.jp/watch/sm35119296
[niconico] sm35119296: Downloading webpage
[niconico] sm35119296: Downloading JSON metadata
[niconico] sm35119296: Downloading m3u8 information
[niconico] sm35119296: Downloading comments
[info] sm35119296: Downloading 1 format(s): video-1994+audio-aac-192kbps
[info] There are no subtitles for the requested languages
[hlsnative] Downloading m3u8 manifest
[hlsnative] Total fragments: 41
[download] Destination: 【MMD】Sweet Devil Live ver【モーション配布】 [sm35119296].fvideo-1994.mp4
[download] 16.3% of ~ 54.42MiB at 1002.65KiB/s ETA 02:01 (frag 8/41)
>>
Does anyone know what body wannamoyu is using for his models?
>>
>>2907741
Yeah IKsweat gets the job done but, I never liked how the sweat drops get stuck in places where the UV seams of the model are and never really found out how to prevent that from happening.
>>
>>2907793
There are already some stuff that can't be accessed, I have some videos there and the site will not let me view the comments on my own videos, even if the upload list shows the are and shows some of them, I visit any video and shows 0 comments.
>>
>>2907873
The default settings are kinda crazy, the sweat particles last so long they all end up pooling up at the bottom of the model's surface.
I reduced the fall speed rate and min duration by like 90% and removed the Vel = 0 that gets called in ikSweatMain.fx when the lifetime (Pos.w) expires. That seems to make it move more naturally.
>>
>>2907881
Change the region to Japanese, lmao, a rookie mistake. Gotta find a page that still has the button at the bottom, though, not all pages have it now. I proposed to just remove the other two and merge the comments if they can't be bothered with non-Japanese language support anyway in feedback back in August, but they've done nothing on that.

>>2907832
If access to the website is blocked, it won't work, unless you manage to set up a proxy. Some of you also should read the thread before posting, lel.
>>
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>>2907789
I hope this helps you, Your Highness!
>>
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Where can I find this model?
>>
>>2907938
>with the intention of returning it
so you do plan on giving it back to the person afterwards
>>
>>2907925
God Dammit, I though that thing disappeared, why is still there it makes no sense now.

Anyway I can see the comments now, thanks.
>>
>>2907896
That did it for me, thanks for the info.
>>
>>2907948
it's not mmd
>>
>>2907789
>>2907965
I think 2907657 is Japanese.
Japanese MMD users describe downloading a model as “borrowing”.
Have you ever seen a Japanese comment “お借りします” for a distributed model? That means “I borrow” in Japanese.

Yup, you right, they cann't return the data, of course.
>>
>>2907738
>>2907741
thanks, iksweat looks like the kind of thing i'm looking for.
taking a closer look, i see what you mean -- what i thought was a shrinkwrap effect probably is just morphs and a bone with an external parent.
(examples were the kissing in >>>/h/8167864 and >>>/h/8219041)
i'll check out ademar's izumi.
>>
>>2908021
model name
>>
>>2908057
Azur Lane
Admiral Graf Spee (World'sCutest)
>>
>>2907938
>>2907965

Can I say that I'm gonna appropriately use it?
>>
>>2908078
Yes. We will of course require proof-of-usage.
>>
>>2908079
So you have it?
>>
>>2908086
You haven't even said what model that is or where you found her, what her name is, or anything about her.
>>
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Can someone please port this to MMD?

ts bq481qmqt6ca
>>
>>2907675
No. Even so, Suya is going to be huntin' freeloaders like us that shares his/her models without permission and I'm not fucking kidding.
>>
>>2908352
fuck the resellers tho, give it to us for free or you get no sympy from me
>>
>>2908367

I would love Suya to give away some of his/her models for free...too bad we live in a timeline run by capitalists people that wants our money. Too bad I ain't got shit. There is also some models I want from Suya too and the only way I can get any is PM'ing a friend.
>>
do literally none of you niggers have jobs? it's a fucking 15 dollar model surely you can scrape that much together even as a neet
>>
>>2908352
no way in hell anyone would give permission to share their premium model lol of course it is done illegally and upon inspecting what happened it seems like people were openly sharing and reselling their models which sucks damn those fuckers.
>>
>>2907002
It seems object_ss actually gets used if there's no SS argument (?), because removing it from the position/normal render targets prevents them from populating the buffers in the SS mode.
Although I got self shading to work for object shaders, the fur does not get shaded properly. Plus, with better contrast I've finally noticed that it lags behind in movement.
https://www.mediafire.com/file/apimmrkx5kn9502/2024-10-10_03-05-00.mp4/file
https://www.mediafire.com/file/xuvgyyo670kzme3/2024-10-12_16-04-54.mp4/file

Neither is an issue in MMD with ikFur, but ikPostFur also fails to shade the fur (which is also the case for the original effect) and seems to let body parts through sometimes, too, but it's much harder to spot. I don't understand why either happens.
Sorry for troubling you so much with this, but can you explain how to fix those?
https://www.mediafire.com/file/x3mjgk4tbehmq0q/ikFur-SS.zip/file

>>2908395
Why don't you go buy monotamago motions off of fantia then? After all, they only cost 3.35 bucks a pop plus the same subscription cost to access the purchases. Oh, you can't, huh?
>>
>>2908395
>>2908401

No fucking money under my name. If I had the money, I wouldn't be fucking asking! Times are tough on my end.
>>
>>2908352
You know it's technically impossible, he's just paranoid, he thinks he's the best.
Your models have many issues
If you close your fantia, another will take your place
>>
>>2908403
I'm with you bro, 4chan was created for us
>>
I really have doubts anyone's going to share any of Suya's models. Like his/her Chloe school girl model for example is someone I would love to have.
>>
>>2908410
Just wait and you'll see another modeler will appear
>>
>>2908413
And said modeler would do the same thing: Paywalling and gatekeeping like Suya. Paywalls I hate the most.
>>
>>2908415
I remember back in the 2010s there was very few paid content for MMD. Now in the 2020s there is much much more especially now with the likes of Patreon, Fanbox, Fantia, etc.
>>
Man i thought hololive mmdc was chill while nijisanji mmdc gets teased and cucked with community models. I guess its our turn we get cucked and blueballed, its not same since tarako abandoned us.
>>
>>2908419
Tarako's still making models...well mostly Blue Archive girls.
>>
>>2908415
It doesn't matter if it's a paywall, it always leaks,
if the model is good
>>
https://www.youtube.com/shorts/kSZ72nO19-c
does anyone have this motion?
>>
>>2908437
...As long as it isn't Suya's because that shit gets taken down quick. I still hadn't seen any leaks of his/her's more recent models. Wish Kemono had their importer issues fixed.
>>
>>2908421
after seeing tifa, i wish he tackles other vidya girls like chun-li or mai shiranui; some DOA girls like kasumi would be nice too
>>
>>2908419
Maybe it's just me, but I'm pretty unimpressed with Tarara Tarako's models, especially that ugly Gura one. Suisei and Towa are the only ones that stand out to me as very good.
>>
>>2908401
Self shading can be fixed by moving tooncolor multiplication to the end of the shader, nevermind that part.
>>
>>2908401
>>2908470
The lagging might be related to MMM batching parts of geometry into many drawcalls due to its gpu skinning thing. I'll tinker with it and see if I can fix it.
I'm posting right now because looking at the effect as it is, and remembering the batching, made me realize the effect as it currently is is needlessly extremely taxing on the gpu for most models. The thing is, you can't pass THAT much data to shaders, and bone matrices are pretty big (12 or 16 floats) so you can't possibly pass all of them at once. So for vertex shader skinning (not gpu skinning in general, modern compute shaders can do that much better than vertex shaders), the only way you can implement it is either have very few bones, or draw triangles with some amount of shared bone weights in batches, and pass the related bone matrices along with them. However this results in many drawcalls for every mesh with a lot of different bones affecting it. And every single of those "sub" drawcalls executes the entire technique script. The effect as it is updates all the buffer textures in the material 0 pass, then uses this data to draw the fur for material 0, and then the rest. But if your material 0 is a big mesh, like a body, it updates the buffer textures dozens of times for no reason because the material 0 script is executed for every small bone group. As a quick bandaid for performance, you can use a material with only like 1-2 bones affecting it as material 0. It won't fix the lagging, but it will boost your fps. Wouldn't want you to fry your gpu.

>Sorry for troubling you so much with this
It's fine, I'm working on a big project and if I don't distract myself occasionally I start procrastinating.
>>
Hi, anyone know where I can find Jashinamry dude's newest models? I mean the ones on booth
Man I especially love this one... https://booth.pm/en/items/5973895

And also Nanoda model Alsace?
https://nanodasp.booth.pm/items/5960539
>>
>>2908395
i was just saying fuck the resellers you stupid reselling jew bitch, go 41 yourself
>>
>>2908401
>>2908470
I looked into it. It really might be actual lag between rendering calls and not some bug. The RT might be rendered earlier as the position RT seems to get slightly different values from the positions that are drawn in the main rendering call. The only bandaid I could think of at the moment was - instead of recomputing positions and normals a frame later in the main call, just sampling them back from the render targets by index. Here's the function for sampling them back:

float3 GetOrigPosition(int Index)
{
float findex = (float)(Index);
float2 tpos = 0;
tpos.x = modf(findex / VPBUF_WIDTH, tpos.y);
tpos.y /= VPBUF_HEIGHT;
float3 pos = tex2Dlod(PositionSampler, float4(tpos,0,0)).xyz;

return pos;
}

Then just do:
Pos = float4(GetOrigPosition(Index), 1.0f);

And do the same for the normal with "Normal" and "NormalSampler" in a "GetOrigNormal" function. Normals are float3s so you can just do Normal = GetOrigNormal(Index). You'll need to do that in Object_VS and ColorRender_VS in "_fur_body.fxsub" after MMM "skinning" (if you don't need anything else from it you can just remove that too) but before they're multiplied with the WVP matrix.
Now combining that with other effects would probably be problematic if you wanted to be exact, you'd probably have to add this to every used effect, otherwise they'll use future coordinates and might clip a bit.
Also you might wanna move the part where it messes with the "VertexPosMap0" and such buffers into a separate render target and attach it to a dummy object to avoid modifying every model to prevent calling the entire script several times. I sort of made it that way but the files are in a huge mess right now so if you want me to do that for you, I can do it tomorrow and share the files.
>>
How do I turn an Mmd model (this one specifically) into a left 4 dead mod?at the very least does anyone know any guides that could help?
>>
>>2908616
Forgot to post link to model
https://www.dlsite.com/maniax-touch/work/=/product_id/RJ248321.html

My bad
>>
>>2908461
wouldn't matter since suya doesn't put the model download in fanbox anymore you can only get it on fantia and booth now and kemono gave up on fantia so no luck even if the fanbox importers are fixed and regarding to reuploads look at pekomama there is a lot on the catalogue the only ones that are caught which led to gatekeeping is because people were openly reselling/resharing through Devart,Pixiv(Koikatsu converted) and steam. its just that no one is sharing at least yet for now hopefully.
>>
>>2908467
not really probably just you i mean regarding fanmande hololive models in general tarako's actually way better compared to most models from the franchise there are really low quality and ngl even ugly models around but did notice with his non-hololive models the plainness and generic look.

>>2908465
dude idk about you but no offense their tifa looks way off uncanny even. ik its supposed to be anime styled or whatever and not realistic like ingame but its way too cute and the proportions are wrong and the head is too big and looks so plain desu it reminds me when people make a character using tda.
>>
anyone know this model?

https://www.iwara.tv/video/3Ruxg06eSjBCWl/
>>
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>>2908628
>>
>>2907675
You must Support Suya For PIXIV. so you will get models.
>>
>>2908376
its not even about capitalist, they make some good model and want to make some extra bucks with it. its like saying youtuber who make good content and put ads on their video only want ad revenue
>>
>>2908489

see >>2890893 on #199
>>
>>2907675

Here... FFS
https://suyasuyasuya()booth()pm/items/5731988
"You cannot select PayPal as payment because the item contains R-18 content or items that cannot be paid for with PayPal, or the item has not been reviewed."
>>
I want to say that I appreciate you guys and everything everyone does here. too much hatred gets spread around here sshmgrometimes
>>
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we are close
>>
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>>2908551
This solution is good enough for full-model ikFur, so I can use it to turn an entire well-prepared camouflaged body into a ghillie sniper, but it won't work for giving someone a fur coat (as the offset is large enough to penetrate even the very thick sleeves of this coat), which defeats my other intented purpose, or covering a body that's wearing accessories like armlets:
https://mega.nz/file/cBcSWL4Q#kkcJNb29vVs-1Ca0jn1APlkROUd1NxWlMZLtui4MaCE
It also does not render the first frame, but that's very minor. It also makes any material that is shaded with ikFur disappear if it's not processed by offscreen render targets, though it's not like you should use it for shading other materials in the first place.

And yes, I'd welcome alternative structures and possible ways to optimize this heavy effect while preserving the original look.

>> It's fine, I'm working on a big project and if I don't distract myself occasionally I start procrastinating.
Should you like to distract yourself further, I'm planning to make a video on MMM adaptation some time after I'm done with this effect and figure I have nothing left to mention. If you have anything to add to these preliminary notes, please share:
https://files.catbox.moe/azud0t.txt

>>2908616
https://steamcommunity.com/app/550/discussions/0/3274688023490533753/
https://steamcommunity.com/sharedfiles/filedetails/?id=142457190

>>2908731
Very welcome words as well, thanks.
>>
>>2908751
This is a pickle. If MMM really is rendering RTs at different points in time then, well, you can't really access positions from the future. So "catching up" to the main rendering is probably not possible. But maybe you can use that, by slowing the main rendering down instead by rendering it all to a render target first, and then using the either the last or current frame's fur position and normal data to go as fast or faster than the current rest-of-the-body frame. It'll take some time but let me try that and get back to you.

>If you have anything to add to these preliminary notes
I have little to add as I don't mess with neither MMM nor MMD nearly as much. I have a few hunches on what else can be different between MMM and MMD, but I need to test them before stating them as fact. I have this bad habit of jumping to conclusions early.
>>
>>2908395
>it's only $15
So what's your excuse fag?
>>
>>2908465
Yeah, Marie and Honkers would look good in his style.
>>
>>2908776
15 bucks is 15 bucks, you know?
>>
>>2908777
doesn't matter what character DOA MK marvel, if is anime obviously
>>
>>2908751
>I want to say that I appreciate you guys

I am speaking to the entire community
>>
>>2908775
I wonder if it's possible to use time to synchronize without creating separate buffers for individual frames.

>>2908786
Unless you'd like to specifically exclude me from that definition, I'm saying that I appreciate it personally and encourage sharing such sentiment.
>>
>>2908751
Thank u for the steam links
>>
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>>2908792
Actually, sorry, but could you test this:
https://www.mediafire.com/file/su14gv4t22tj6dm/ikFurAAA.zip/file
...with the settings/setup in pic related? I can't tell if it works or not. It seems to be better but I'm not sure if it's just because I'm getting higher fps or not. I keep print screening (can't use OBS to record my screen because my hdd is full) during sharp motions but I can't tell if it's within normal fur wobbling threshold or if the issue is still present. I only touched ikFur.fx and its related files, not postfur.
>>
Can someone please tell me the password to this?

パスは最初に「ピンク」を足して合計12文字です。
パスワードの間に連体助詞を入れ、全て全角に直してください。

パスワードは「ガムを〇〇〇〇!」です。ガムを嚙んだ時の効果音です。
ヒントは動画概要欄にあります。
分からない場合は公式MV動画を字幕ONでご覧ください。

https://bowlroll.net/file/325785

https://www.youtube.com/shorts/xGA2l28wlfE
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File: better.jpg (1.35 MB, 2472x1080)
1.35 MB
1.35 MB JPG
>>2908807
Initially messed up the order, and the shadows became shadow afterimages. It works passably now, thank you, and extra thanks for taking care of the transparency bit, too.
https://mega.nz/file/RN8FzQrb#uEQbP_UX8Xeyc8uO98tXZYDXPdQkivI1OPng4oGLl5A

However, this approach neuters/complicates physics-relevant controls (FurLength, Gravity, Friction, Stiffness, StiffnessRoot) for both MMM and MMD, as they won't update automatically in either program anymore after editing the file, and changing MMM UI controls for iKFur will not affect _fur_update. Using shared variables or making the dummy into a controller is possible, but it would either force the same settings on all ikFur instances (which is undesirable due to the effect's limitations) or require making multiple effect launchers with multiple differently named controllers, similarly to ikPostFur, specially for MMM. If there's no better way, I'll handle that...

P.S. ...Nevermind, after two hours of testing and trying to think of a solution I've realized that simply putting the unchanged effect above the models in the drawing order solves everything (aside from small physical (?) clipping, which is insignificant). Sorry for wasting your time and thanks for pointing out the glasses on my forehead, too.
>>
Anyone have a good raincoat model or know where I can get one?
>>
>>2908743
filetransfer.io/data-package/fLXz0CNz#link
done
>>
I could swear that I had this model and I lost it, and I can't find it, I only see that it is paid and I would say that it had free distribution for everyone, does anyone have it by chance?
>>
Anyone have this model?
Fate Grand Order Okita Sōji(沖田総司)
https://bowlroll.net/file/219497
https://www.nicovideo.jp/watch/sm37674891
>>
anyone have this model?
https://www.aplaybox.com/details/model/KIgNPDxWnbGt
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>>2908674
>199
its deleted...is there anywhere I can find it?
>>
>bracing for the next wave of "happy halloween" slop
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anyone got the motion for this one? looks like it used to be up for dl on a yt video before it got privated, wondering if anyone managed to grab it before that
https://www.iwara.tv/video/kgn4ah7y1xhq8o0gq/mmd-nudelike-it-mika-kanade-and-sirius
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>>2909143
https://mega.nz/file/VCRnXZaB#x_1TX8Ad3Et7FQ59VtJugg7i58BwxtCIv2q1BxfVtOs
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>>2908882
can you re-upload it to workupload, there is a dl limit on your link
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thank you anon!
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>>2909207
>>2909153
whoops, sorry
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is there an archive of natsumi-san mmd motions out there?
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can someone help putting the fur on the pants? I give up painting the weigh from fur to the pants https://bowlroll.net/file/154135
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>>2908853
Sorry for the late reply, I'm glad it worked out in the end. I guess it renders RTs properly on the same frame, it just sampled the last frame's positions because I'm guessing the "effect star" in the rendering order denotes things like the effect's rendering to a rendercolortarget. Or something.
About those MMM effect notes, I made 2 tests here:
https://www.mediafire.com/file/k3qoo6kupzy7ghp/effect_tests.zip/file
One is to demonstrate bone batching executing the technique script several times if there's more than 20 bones affecting the material's vertices.
The other is to show that you can't share textures using the "shared" keyword as easily in MMM as you can in MMD - you need to copy the entire declaration of the texture in MMM to make it the same format and such, whereas you can omit rewriting it twice in MMD. Maybe the test is flawed and it works if you do it vice versa. I just realized I didn't try that, sorry. Try it if you care to mention that at all, just saying it's another difference between effect handling methods.
I think there's also the issue of declaring offscreenrendertargets in offscreenrendertargets not actually doing anything in MMM. At least they don't populate the RT list, I THINK, I might be misremembering though. But I ran out of steam to test that, sorry.
Also the "int2 Dimensions" doesn't work at all in MMM - not for square dimensions, not for anything apparently. I just assumed it worked for squares since some programs force square textures for performance (apparently square power of 2 textures are faster or something). As usual, I was wrong. Anyway, good luck.
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>>2909274
Yes, and you can find it on tstorage catalogue. It does not contain the music files, however, so you'd have to collect them one by one.

>>2909308
Blender > Import PMX > separate by materials > select the fur (split it in PMX in advance if it's not a separate one) > data transfer modifier with jeans as the target + vertex data (groups) by nearest face interpolated > generate data layers > apply > export > import in PMXE over a complete bone rig with no materials to avoid messing up bones in various ways.

>>2909348
No need to fret over such things on an imageboard. All I've been doing since my previous post is play with the snake in BrownDust 2 anyway.
The effect star only indicates loaded main (.fx) effects, as opposed to models. In MMD, you could only reorder models and accessories separately, in MMM everything is conveniently in the same list.
>> The other is to show that you can't share textures using the "shared" keyword as easily in MMM as you can in MMD - you need to copy the entire declaration of the texture in MMM to make it the same format and such, whereas you can omit rewriting it twice in MMD.
Very big if true. This, too, could be the breakthrough (or a part of it) for the buffer in sdPBR-MMM. I'll be sure to check.
>> Also the "int2 Dimensions" doesn't work at all in MMM
How did you figure that out?
Do you use any debugging software to conveniently test functions, track variables, and such, by the way? I tried a number of tools, starting with MMMEffectEditor from the stillborn MMM v2, DirectX SDK from June 2010, and ending with various online compilers, but they are broken, cumbersome, and/or need a lot of setup to handle MMM functions.
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>>2909459
>buffer in sdPBR-MMM
Does it not work? Are you working on adapting that as well? If any shared rendercolortarget buffers aren't working right you could try checking if they are indeed not declared without actual settings. When I did the _fur_update RT I couldn't get the shared vertex buffer textures to work right until I copied the settings across the files.
>How did you figure that out?
I just tried using it for a small res texture and checked if the output really was low res. It wasn't, it was created with viewport dimesions instead, so I guess it's simply ignored in MMM. You can try it with the second test for texture sharing, try setting the rendercolortarget dimensions, square or otherwise, instead of width and height and see if there's any effect.
>debugging software
Nah, I'm really not that proficient in graphics programming, mostly a novice with too much time on my hands. I used to use Rendermonkey for testing shaders for a short time long ago, but it's really old software (I think abandonware by now) and I'm not sure how useful it'd be in the context of MMD.
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help please.
https://pan.baidu.com/s/1igW5VR6zt1tkHmXLzez1yA?pwd=0127
https://pan.baidu.com/s/1wT3ofSwm6Iug0_Kkyh56UA?pwd=2023
https://pan.baidu.com/s/1L4WEWj2_u9GcQhLY-FpeVA?pwd=cm3d
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File: sdPBR test5.jpg (471 KB, 2560x1440)
471 KB
471 KB JPG
>>2909467
It doesn't work, so the lights (except for the volume fog and light emitter display) and some other parts don't work either. While I was making the patch, I somehow got at least the volume to recognize objects in the scene (https://video.twimg.com/ext_tw_video/1801968091070365697/pu/vid/avc1/1280x720/5Dm7cxyNDit93tew.mp4?tag=12 & https://video.twimg.com/ext_tw_video/1802595444377124864/pu/vid/avc1/1280x720/CSDaUNInXL9IA7eF.mp4?tag=12), but, ironically, at the end, while making sure to preserve the original behavior in MMD, Ctrl+Z'd too much and lost even that, and I have no idea what I did, and nothing I tried in order to get it back worked. Also attempted to make it use old lights from sdPBR 1.90, before the buffer, but got tired and dropped it before even making it work. I so fucking regret not backing it up. I will have to see if what I've learned from you with ikFur helps. Thanks again.

>> checked if the output really was low res
Of that texture in the effect tab? Indeed, with Dimensions any texture just fills the viewport and does not change no matter which ratios you use.



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