[{"data":1,"prerenderedAt":254},["ShallowReactive",2],{"\u002F2015-05-02-ue4-and-mmd":3},{"id":4,"title":5,"body":6,"date":231,"description":12,"extension":232,"meta":233,"navigation":236,"path":248,"seo":249,"stem":250,"tags":251,"__hash__":253},"blogs\u002F_legacy\u002F2015\u002F2015-05-02-ue4-and-mmd.md","UE4与MMD",{"type":7,"value":8,"toc":223},"minimark",[9,13,42,45,50,53,60,68,73,76,79,86,89,93,96,99,102,107,110,116,119,124,127,130,136,141,144,149,152,156,159,169,172,178,181,187,190,193,196,201,204,209,212,217,220],[10,11,12],"p",{},"上次对MMD的导入进行探索之后已经有大半年过去了，各个工具的版本都更新了不少。导入的方式也发生了很多改变，经过了这些时间的研究和学习，对UE4本身的了解也变深了。因此对mmd的导入进行重新的整理。",[10,14,15,16,23,24,29,30,35,36,41],{},"当前",[17,18,22],"a",{"href":19,"rel":20},"https:\u002F\u002Fwww.unrealengine.com\u002Fzh-CN\u002F",[21],"nofollow","UE4","版本4.7.6，",[17,25,28],{"href":26,"rel":27},"https:\u002F\u002Fwww.blender.org\u002F",[21],"blender","版本2.7.4，",[17,31,34],{"href":32,"rel":33},"http:\u002F\u002Fstereoarts.jp\u002F",[21],"pmx2fbx","版本Beta_20150428_2，",[17,37,40],{"href":38,"rel":39},"https:\u002F\u002Fgithub.com\u002Fsugiany\u002Fblender_mmd_tools",[21],"blender_mmd_tools","版本0.5。",[10,43,44],{},"导入路径方面，还是采用原先得出的两种方式。事实是，mmd几乎在所有的主流3d建模软件上都有相关的读取工具被制作出来，但是要同时兼顾对pmx格式的兼容以及保留流畅的ue4导入的话，还是这两种导入路径比较方便一些。随着时间不断的前进，各个社区说不定也会对相关工具进行改进。目前而言，blender_mmd_tools算得上是非常好的选择了。",[46,47,49],"h2",{"id":48},"路径一pmx2fbx","路径一：PMX2FBX",[10,51,52],{},"使用pmx2fbx会生成如下这些文件",[10,54,55],{},[56,57],"img",{"alt":58,"src":59},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb.png",[10,61,62,63,67],{},"我们需要的只有shana.fbx文件，使用",[17,64,66],{"href":65},"\u002F?p=964","转义工具","转换编码之后，在UE4中导入",[10,69,70],{},[56,71],{"alt":58,"src":72},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb1.png",[10,74,75],{},"注意去掉Use T0As Ref Pos这个选项，否则导入的模型就有可能使用错误的基础姿势，导致形变动画出错。",[10,77,78],{},"由于这个工具本身是为了Unity而设计的，所以贴图信息被另外的保存了，导入到UE4时就需要对贴图进行重新调整。使用这个方式导入的主要优点是，可以同时进行多个vmd动作的导入。缺陷是，vmd动作的形变动画无法正确载入，以及需要对材质进行大量的修改。如果使用的模型非常复杂的话，工作量将会变得很大。而在骨骼相同的情况下，动画动作是可以共用的。",[10,80,81,82],{},"[更新]",[83,84,85],"span",{},"2015-8-15",[10,87,88],{},"经过测试发现，当前最新版本下，VMD中的形变动画是可以手动通过曲线添加到动画中去的。因此，在动画动作比较多的情况下，推荐使用这条路径进行导入。如果材质较为复杂，可以采用路径二中的blender导入方式，但只是单独的导出Mesh，这样就可以利用其中生成的材质了。",[46,90,92],{"id":91},"路径二blender","路径二：Blender",[10,94,95],{},"收益于Blender社区的配合和UE的不断改进，目前通过blender进行mmd导入的操作已经非常的方便。",[10,97,98],{},"在blender方面，已经不需要对fbx的导出插件进行修改就可以直接使用了。blender_mmd_tools的版本也已经进行了更新，当前版本已经可以通过blender进行MMD模型的导入然后重新导出为pmd格式而不出错了。",[10,100,101],{},"导入路径上，首先的操作依然是对模型进行导入。比例和原先一样，依然是8。",[10,103,104],{},[56,105],{"alt":58,"src":106},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb3.png",[10,108,109],{},"导入成功后，选中整个模型，点击RigidBody下的build",[10,111,112],{},[56,113],{"alt":114,"src":115},"SNAGHTML647002","\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002FSNAGHTML647002_thumb.png",[10,117,118],{},"这个版本的mmd_tools会自动添加一个名为“両目.shadow”的骨骼。为了防止多根骨错误，需要对骨骼的顺序进行调整。进入编辑模式，选中“両目.shadow”，将其父级指定为“全ての親”。",[10,120,121],{},[56,122],{"alt":58,"src":123},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb2.png",[10,125,126],{},"然后选中模型，点击mmd_tools工具面板里的Import Motion导入vmd动作。",[10,128,129],{},"动作导入完成之后，可以添加灯光进行渲染测试。也可以直接进行导出。目前的版本下已经不需要对世界的单位进行修改了，直接进行导出即可。",[10,131,132,133,135],{},"通过",[17,134,66],{"href":65},"进行转换之后，接下来就是在UE4中导入了，导入选项如下。",[10,137,138],{},[56,139],{"alt":58,"src":140},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb3.png",[10,142,143],{},"导入之后除了可能的少许材质修正之外，基本可以直接使用了。",[10,145,146],{},[56,147],{"alt":58,"src":148},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb4.png",[10,150,151],{},"这种导入方式最大的好处是，vmd动作中的形变动画也会被保留。同时材质上大体都是正常的，需要进行修改的部分比较少。",[10,153,81,154],{},[83,155,85],{},[10,157,158],{},"本路径受到blender_mmd_tools的版本更新的影响较大。当前版本下，有如下变动：",[160,161,162,166],"ol",{},[163,164,165],"li",{},"导出之前需要像以前一样，将世界单位改为“公制”-“0.01”",[163,167,168],{},"需要将rigidbodies一列节点从模型的树结构中移出，否则会报多重骨骼以及骨骼重名错误",[10,170,171],{},"rigidbodies的移出结果大致如下图：",[10,173,174],{},[56,175],{"alt":176,"src":177},"tq","\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Ftq.jpg",[10,179,180],{},"同时，对于复杂的模型依然会有材质出错的情况。一般情况下出错的修复方式如下，具体情况会有所不同，这种做法权做快速修复：",[10,182,183],{},[56,184],{"alt":185,"src":186},"2015-08-15_21-27-08","\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002F2015-08-15_21-27-08.jpg",[10,188,189],{},"参照原始模型进行快速修改即可，之后在游戏制作过程中根据设计的不同再进行材质的进一步加工。",[46,191,192],{"id":192},"形变动画报错",[10,194,195],{},"以上两种路径中，在导入过程中，会出现如下错误提示",[10,197,198],{},[56,199],{"alt":58,"src":200},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb5.png",[10,202,203],{},"主要原因是材质没有启用形变，虽然可以通过手动对提示的材质进行修改。但更加快速的方法是直接拖动右侧的形变动画进行预览，那么相应的材质就会自动的被启用形变了。",[10,205,206],{},[56,207],{"alt":58,"src":208},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb6.png",[10,210,211],{},"等待编译完成并保存之后，错误提示就会消失。形变动画也可以正常使用了。",[10,213,214],{},[56,215],{"alt":58,"src":216},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb7.png",[218,219],"hr",{},[10,221,222],{},"到目前为止，将MMD作为人物模型导入使用已经基本上可以正常的使用了。对于建模比较苦手的话，直接采用别人建设好的模型和动作数据比较快捷一些。",{"title":224,"searchDepth":225,"depth":226,"links":227},"",2,3,[228,229,230],{"id":48,"depth":225,"text":49},{"id":91,"depth":225,"text":92},{"id":192,"depth":225,"text":192},"2015-05-02","md",{"layout":234,"status":235,"published":236,"author":237,"author_login":238,"author_email":239,"author_url":240,"wordpress_id":241,"wordpress_url":242,"date_gmt":243,"excerpt":244},"post","publish",true,{"display_name":238,"login":238,"email":239,"url":240},"chaoshikari","chaoshikari@gmail.com","\u002F",1250,"\u002F\u002F?p=1250","2015-05-02 10:10:17 +0000",{"type":7,"value":245},[246],[10,247,12],{},"\u002F2015-05-02-ue4-and-mmd",{"title":5,"description":12},"_legacy\u002F2015\u002F2015-05-02-ue4-and-mmd",[22,252],"MMD","j4XgdJDtCdrZptWG5tu886-lK2BLq4nU8AwzmmjSdhY",1788763180892]