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GRGSIBERIA avatar GRGSIBERIA commented on July 19, 2024

Thanks comment. And, I'm so sorry.
Use mecanim is a beta function. It is able to apply for "Tda式初音ミク" only.
http://seiga.nicovideo.jp/seiga/im2018614

I have been checking any other PMD/PMX models for mecanim.
Wait for update.

Eiichi Takebuchi

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fortuneko avatar fortuneko commented on July 19, 2024

hi,Eiichi Takebuchi
Thanks for such a quick reply. I tried the Tda model for mecanim (download model here:http://bowlroll.net/up/dl16535 ,verify code:mmd),and then imported with mecanim, it works fine. But other pmd file is still not woking correctly.
A possible problem is that for other pmd files,after imported,they are not in T-Pose, i read into the code,and modify the rotate eulers at AvatarSettingScript.cs|SetRequirePose which makes the model to be in T-Pose.But after doing this,mecanim still not working correctly.
Hoping the update coming soon, can't wait for try it.

Justion.Ko

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sdqq1234 avatar sdqq1234 commented on July 19, 2024

I try to create a TDA式初音ミク,It report an Error in PMXConverter.cs at Line 1287,
material.bounciness = rigidbody.recoil;
the PhysicMaterial's bounciness can not over 1,but the rigidbody.recoil is 2 !

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sdqq1234 avatar sdqq1234 commented on July 19, 2024

I Find a MMD plug for C4D here:http://nitro4d.com/blog/freebie/mmd-tool/
It can import PMD into C4D well with MMD Expression and motion but without Joints、rigidbodys and Colliders,Then I export it to FBX for unity4 and I can Create avatar and into mecanim system correctly,but my system language is not japanese,so all of bone names are Error,but I can also choose bone to fit mecanim,I hope this may help you,I think fit bones to mecanim only by bonename is not a good way

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