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MMD to Skyrim Conversion


SumGhai

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Posted

As a joke among a few friends, I've been attempting to convert a model from the MikuMikuDance (MMD) 3d animation software and port the model into Skyrim for use. However, I'm running into difficulties regarding the mesh and skeletons; namely the lack of a default Half-T Pose that most other games default the skeleton to. Here's what I mean

 

Half-TPose_zps691a3ae8.png

 

The cape probably won't make it into the final build. Anyways, if I could just figure out how to position Skyrim's skeleton into this Half-T pose, I could probably weight everything properly and have it ready for the game engine.

 

The reason why I say to move Skyrim's skeleton is because the skeleton imported from MMD is rather broken and unusable for moving the mesh around. I did manage to get the mesh into 3ds with the help of a script, but that's just about it. So, if anyone can provide a resource of a skeleton in the half-T pose, I'd appreciate it.

 

If no such skeleton exists, then another method I was considering was weighting the mesh to an Oblivion skeleton, then, by using a previous resource from Person12345678 where the Oblivion skeleton is positioned in the Skyrom default pose, transfer weights to a Skyrim skeleton; a bit roundabout but I'd assume still effective.

 

So, does anyone have any suggestions?

Posted

[MMD user here]

 

If you've got PMD or PMX editor, it's possible to go in Transform View, pose the model into the T-pose, then save it as a PMD/PMX (Transform View window, first menu (F), first button (S)) . That way you can import it to Max and use Skyrim's skeleton.

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