[{"data":1,"prerenderedAt":580},["ShallowReactive",2],{"page-MMD-1":3,"page-count-MMD":227},[4,255,328],{"id":5,"title":6,"body":7,"date":232,"description":13,"extension":233,"meta":234,"navigation":237,"path":249,"seo":250,"stem":251,"tags":252,"__hash__":254},"blogs\u002F_legacy\u002F2015\u002F2015-05-02-ue4-and-mmd.md","UE4与MMD",{"type":8,"value":9,"toc":224},"minimark",[10,14,43,46,51,54,61,69,74,77,80,87,90,94,97,100,103,108,111,117,120,125,128,131,137,142,145,150,153,157,160,170,173,179,182,188,191,194,197,202,205,210,213,218,221],[11,12,13],"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。",[11,15,16,17,24,25,30,31,36,37,42],{},"当前",[18,19,23],"a",{"href":20,"rel":21},"https:\u002F\u002Fwww.unrealengine.com\u002Fzh-CN\u002F",[22],"nofollow","UE4","版本4.7.6，",[18,26,29],{"href":27,"rel":28},"https:\u002F\u002Fwww.blender.org\u002F",[22],"blender","版本2.7.4，",[18,32,35],{"href":33,"rel":34},"http:\u002F\u002Fstereoarts.jp\u002F",[22],"pmx2fbx","版本Beta_20150428_2，",[18,38,41],{"href":39,"rel":40},"https:\u002F\u002Fgithub.com\u002Fsugiany\u002Fblender_mmd_tools",[22],"blender_mmd_tools","版本0.5。",[11,44,45],{},"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。",[47,48,50],"h2",{"id":49},"路径一pmx2fbx","路径一：PMX2FBX",[11,52,53],{},"使用pmx2fbx会生成如下这些文件",[11,55,56],{},[57,58],"img",{"alt":59,"src":60},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb.png",[11,62,63,64,68],{},"我们需要的只有shana.fbx文件，使用",[18,65,67],{"href":66},"\u002F?p=964","转义工具","转换编码之后，在UE4中导入",[11,70,71],{},[57,72],{"alt":59,"src":73},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb1.png",[11,75,76],{},"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。",[11,78,79],{},"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。",[11,81,82,83],{},"[更新]",[84,85,86],"span",{},"2015-8-15",[11,88,89],{},"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。",[47,91,93],{"id":92},"路径二blender","路径二：Blender",[11,95,96],{},"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。",[11,98,99],{},"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。",[11,101,102],{},"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。",[11,104,105],{},[57,106],{"alt":59,"src":107},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb3.png",[11,109,110],{},"导入成功后，选中整个模型，点击RigidBody下的build",[11,112,113],{},[57,114],{"alt":115,"src":116},"SNAGHTML647002","\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002FSNAGHTML647002_thumb.png",[11,118,119],{},"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”。",[11,121,122],{},[57,123],{"alt":59,"src":124},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb2.png",[11,126,127],{},"然后选中模型，点击mmd_tools工具面板里的Import Motion导入vmd动作。",[11,129,130],{},"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。",[11,132,133,134,136],{},"通过",[18,135,67],{"href":66},"进行转换之后，接下来就是在UE4中导入了，导入选项如下。",[11,138,139],{},[57,140],{"alt":59,"src":141},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb3.png",[11,143,144],{},"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。",[11,146,147],{},[57,148],{"alt":59,"src":149},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb4.png",[11,151,152],{},"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。",[11,154,82,155],{},[84,156,86],{},[11,158,159],{},"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：",[161,162,163,167],"ol",{},[164,165,166],"li",{},"导出之前需要像以前一样，将世界单位改为“公制”-“0.01”",[164,168,169],{},"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",[11,171,172],{},"rigidbodies的移出结果大致如下图：",[11,174,175],{},[57,176],{"alt":177,"src":178},"tq","\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Ftq.jpg",[11,180,181],{},"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：",[11,183,184],{},[57,185],{"alt":186,"src":187},"2015-08-15_21-27-08","\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002F2015-08-15_21-27-08.jpg",[11,189,190],{},"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。",[47,192,193],{"id":193},"形变动画报错",[11,195,196],{},"以上两种路径中，在导入过程中，会出现如下错误提示",[11,198,199],{},[57,200],{"alt":59,"src":201},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb5.png",[11,203,204],{},"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。",[11,206,207],{},[57,208],{"alt":59,"src":209},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb6.png",[11,211,212],{},"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。",[11,214,215],{},[57,216],{"alt":59,"src":217},"\u002Fwp-content\u002Fuploads\u002F2015\u002F05\u002Fimage_thumb7.png",[219,220],"hr",{},[11,222,223],{},"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":225,"searchDepth":226,"depth":227,"links":228},"",2,3,[229,230,231],{"id":49,"depth":226,"text":50},{"id":92,"depth":226,"text":93},{"id":193,"depth":226,"text":193},"2015-05-02","md",{"layout":235,"status":236,"published":237,"author":238,"author_login":239,"author_email":240,"author_url":241,"wordpress_id":242,"wordpress_url":243,"date_gmt":244,"excerpt":245},"post","publish",true,{"display_name":239,"login":239,"email":240,"url":241},"chaoshikari","chaoshikari@gmail.com","\u002F",1250,"\u002F\u002F?p=1250","2015-05-02 10:10:17 +0000",{"type":8,"value":246},[247],[11,248,13],{},"\u002F2015-05-02-ue4-and-mmd",{"title":6,"description":13},"_legacy\u002F2015\u002F2015-05-02-ue4-and-mmd",[23,253],"MMD","j4XgdJDtCdrZptWG5tu886-lK2BLq4nU8AwzmmjSdhY",{"id":256,"title":257,"body":258,"date":313,"description":262,"extension":233,"meta":314,"navigation":237,"path":323,"seo":324,"stem":325,"tags":326,"__hash__":327},"blogs\u002F_legacy\u002F2014\u002F2014-09-28-ue4%e5%af%bc%e5%85%a5mmd%e7%9a%84%e5%8f%a6%e4%b8%80%e6%9d%a1%e8%b7%af%e5%be%84.md","UE4导入MMD的另一条路径",{"type":8,"value":259,"toc":311},[260,263,270,273,281,286,289,292,297,300],[11,261,262],{},"虽然上次最后搞定了MMD导入到UE4的问题，但是中途要使用到的工具实在是太多了。最后经过寻找，终于找到了一条更便捷的导入路径。",[11,264,265,266,269],{},"要使用到的工具只有一个：MMD4Mecanim。工具的官方网站在这里：",[18,267,33],{"href":33,"rel":268,"title":33},[22],"。",[11,271,272],{},"这个工具包本身是给Unity使用的，但是它在打包过程中的fbx文件可以正常的导入到UE4。",[11,274,275,276,280],{},"这篇文章中的部分内容已经过期，详情请参考",[18,277,279],{"href":278},"\u002F?p=1250","这篇文章","。\n下载工具并解压之后，其内部的pmx2fbx.exe可以拿来单独使用。",[11,282,283],{},[57,284],{"alt":59,"src":285},"\u002Fwp-content\u002Fuploads\u002F2014\u002F09\u002Fimage_thumb.png",[11,287,288],{},"使用过程相当简单，按照上面的参数说明。第一个参数是pmx文件路径，后面紧跟vmd动作的路径。转换成功后的fbx直接导入到UE4中即可。",[11,290,291],{},"导入之后可以直接使用，唯一的问题是贴图和材质会出现问题。可以选择在UE中对材质进行重新编辑或者在3dsmax之类的软件中进行修复之后再导入。",[11,293,294],{},[57,295],{"alt":59,"src":296},"\u002Fwp-content\u002Fuploads\u002F2014\u002F09\u002Fimage_thumb1.png",[11,298,299],{},"错误大体上就像上面显示的一样，只是单纯的材质问题。骨骼和动画的使用一切正常。",[301,302,303],"blockquote",{},[11,304,305,306,310],{},"工具的网盘备份：链接: ",[18,307,308],{"href":308,"rel":309},"http:\u002F\u002Fpan.baidu.com\u002Fs\u002F1sjsdkPf",[22]," 密码: vbd1",{"title":225,"searchDepth":226,"depth":227,"links":312},[],"2014-09-28",{"layout":235,"status":236,"published":237,"author":315,"author_login":239,"author_email":240,"author_url":241,"wordpress_id":316,"wordpress_url":317,"date_gmt":318,"excerpt":319},{"display_name":239,"login":239,"email":240,"url":241},1018,"\u002F\u002F?p=1018","2014-09-28 12:50:12 +0000",{"type":8,"value":320},[321],[11,322,262],{},"\u002F2014-09-28-ue4导入mmd的另一条路径",{"title":257,"description":262},"_legacy\u002F2014\u002F2014-09-28-ue4%e5%af%bc%e5%85%a5mmd%e7%9a%84%e5%8f%a6%e4%b8%80%e6%9d%a1%e8%b7%af%e5%be%84",[23,253],"mhmDKxLuvXIdq4Bn_cPnhmnineFpPwq_QJ5Yt3qs-io",{"id":329,"title":330,"body":331,"date":565,"description":335,"extension":233,"meta":566,"navigation":237,"path":575,"seo":576,"stem":577,"tags":578,"__hash__":579},"blogs\u002F_legacy\u002F2014\u002F2014-08-22-ue4%e5%af%bc%e5%85%a5mmd%e6%a8%a1%e5%9e%8b.md","UE4导入MMD模型",{"type":8,"value":332,"toc":563},[333,336,342,345,356,361,364,374,381,384,389,392,396,399,402,405,408,413,416,421,424,429,432,435,440,443,446,451,454,459,462,467,470,475,478,483,496,499,502,505,508,513,516,519,524,527,532,535,538,541,546,549,552,557,560],[11,334,335],{},"折腾了好几天，终于把MMD模型导入UE4给搞定了。于是总结下经验，顺便把从贴吧淘到的夏娜模型导入到UE4。",[11,337,275,338,341],{},[18,339,340],{"href":278},"[这篇文章]","。\n事先声明，本人对3D建模这块一窍不通。如果术语方面有出入，请见谅。下面正式开始：",[11,343,344],{},"首先在Blender这边需要做一点准备工作。",[11,346,347,348,351,352,355],{},"到Blender的插件目录\u003C",[84,349,350],{},"Blender","\\2.71\\scripts\\addons>中找到FBX导出插件",[84,353,354],{},"io_scene_fbx","，用编辑器打开export_fbx.py文件。到第2425行，对两行代码进行注释，如果使用的编辑器没有跳转的功能话可以用搜索快速定位。",[11,357,358],{},[57,359],{"alt":59,"src":360},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb1.png",[11,362,363],{},"修改后的文本如下：",[365,366,371],"pre",{"className":367,"code":369,"language":370},[368],"language-text","#for bonename, bone, obname, me, armob in ob_bones:\nfor my_bone in ob_bones:\n# Always parent to armature now\nif my_bone.parent:\nfw('\\n\\tConnect: \"OO\", \"Model::%s\", \"Model::%s\"' % (my_bone.fbxName, my_bone.parent.fbxName))\n#else:\n# the armature object is written as an empty and all root level bones connect to it\n#fw('\\n\\tConnect: \"OO\", \"Model::%s\", \"Model::%s\"' % (my_bone.fbxName, my_bone.fbxArm.fbxName))\n","text",[372,373,369],"code",{"__ignoreMap":225},[11,375,376,377,380],{},"然后需要做的事情是到这个地址去下载Blender用的MMD插件：",[18,378,39],{"href":39,"rel":379,"title":39},[22],"。下载完成后将mmd_tools文件夹解压到Blender的插件目录。",[11,382,383],{},"打开Blender，进入用户配置。启用刚刚下载的插件。用MMD这个关键词可以快速的过滤到插件，在选择框上打勾即可。如果启用成功的话，在左边的功能区域就能看到MMD的功能了。如果启用了看不见的话可以试着重启一下Blender。",[11,385,386],{},[57,387],{"alt":59,"src":388},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb2.png",[11,390,391],{},"做好了上面的工作之后就可以进行导入的工作了。点击MMD面板上的Model按钮，在弹出的选择窗口左边，将缩放比例调整为8倍。选择想要导入的模型即可，这里选择前几天在贴吧淘到的夏娜模型。",[11,393,394],{},[57,395],{"alt":59,"src":107},[11,397,398],{},"之所以在这里做缩放操作，是因为这个插件不支持导入之后做任何缩放。有读刚刚GitHub页面作者说明的童鞋应该有注意到。由于这个限定的关系，为了保证最终导入UE4的单位不会出错，通过计算得出这里的缩放倍数是8。",[11,400,401],{},"需要注意的是，这里根据模型的不同，导入之后在视图上看到的模型材质可能是灰色的。",[11,403,404],{},"模型导入之后先不忙着下一步动作，要对模型的骨骼结构进行一下检查。由于UE4是不支持多个骨骼作为根骨骼的，所以对于不符合的模型我们要稍作修改。",[11,406,407],{},"在右上角的大纲视图中找到骨架，并查看其结构。如果是类似这样的结构就不需要更改了：",[11,409,410],{},[57,411],{"alt":59,"src":412},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb4.png",[11,414,415],{},"这样的就是可以使用的结构，所有的骨骼都在\u003C全ての親>这个节点之下。如果导入之后发现没有这个节点，而是这样的结构：",[11,417,418],{},[57,419],{"alt":59,"src":420},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb5.png",[11,422,423],{},"那么就需要对骨骼结构进行修正。推荐使用PmxEditor进行修正，打开PE，导入刚刚的模型。执行下面的操作即可：",[11,425,426],{},[57,427],{"alt":59,"src":428},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb6.png",[11,430,431],{},"保存之后重新导入Blender，再次检查一下就能进行下一步工作了。",[11,433,434],{},"模型导入完成之后，接下来就导入动作。这里用的是忘记是哪里下载过来的行走的vmd。导入动作之前注意，保证所有的Object，包括骨骼都处于被选中的状态。Blender全选的快捷键是A。导入时同样调整缩放为8。",[11,436,437],{},[57,438],{"alt":59,"src":439},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb7.png",[11,441,442],{},"完成以上两个操作之后，使用下面的动画预览功能看看模型和骨骼的绑定是否正常。通常缩放设定不一致、导入动画时没有选中骨骼是常见的出错原因。",[11,444,445],{},"成功导入之后看到的差不多就是这样的模型了：",[11,447,448],{},[57,449],{"alt":59,"src":450},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb8.png",[11,452,453],{},"然后我们把Blender的场景单位调节为与UE4一致，在右边的面板上可以找到场景标签。调整为下面的样子就可以了：",[11,455,456],{},[57,457],{"alt":59,"src":458},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb9.png",[11,460,461],{},"接下来我们可以打开环境光，再加上些光源，拖一个摄像机到视图上。",[11,463,464],{},[57,465],{"alt":59,"src":466},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb10.png",[11,468,469],{},"然后选择最左边的那个面板进行渲染预览，就可以看到并检查是否所有的导入都正常了。",[11,471,472],{},[57,473],{"alt":59,"src":474},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb11.png",[11,476,477],{},"预览渲染如果正常话，就可以开始进行导出操作了。配置上保持默认就可以了，为了防止版本不同引起的问题，配置截图如下：",[11,479,480],{},[57,481],{"alt":59,"src":482},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb12.png",[11,484,485,486,491,492,495],{},"导出之后的FBX如果直接导入到UE4的话会出错，因为UE4导入FBX时不识别其中的非英文字符，会出现命名冲突错误。由于MMD模型中的日文实在是太多了，想要手动修正显然不现实。于是参照FBX的官方文档，通过FBX SDK写了一个转义工具来解决这个问题。直接从\u003C",[18,487,490],{"href":488,"rel":489},"http:\u002F\u002Fpan.baidu.com\u002Fs\u002F1xW9ye",[22],"这里","|共享密码：5xrd|>下载，具体的说明请看\u003C",[18,493,490],{"href":494},"\u002Fpage\u002Ffbx-utf8-convert",">。",[11,497,498],{},"打开工具，点上面的按钮打开fbx，然后点击下面的转换按钮即可。转换成功的话会在同级目录下生成文件名追加了_ue4的fbx文件。",[11,500,501],{},"这样导出的文件就能成功的导入UE4了，只是由于UE4的导入器目前功能还不是很完善。其导入的结果和3dsmax导入的结果有一定差别。最容易出现的问题就是斗鸡眼了，虽然可以在UE4中进行调整，但这里我们还是将模型导入3dsmax再重新导出一次，对模型格式进行一下规范化。",[11,503,504],{},"FBX这个文件格式是autodesk定义的，其他软件对fbx的支持或多或少都会有些问题。多次的导入导出很容易出现奇怪的问题。所以出现问题时，用autodesk官方的软件进行一下规范化比较好。",[11,506,507],{},"导入时保持默认配置不动，会有一些警告信息，不会有什么影响。导入之后是这个效果：",[11,509,510],{},[57,511],{"alt":59,"src":512},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb13.png",[11,514,515],{},"对比下会发现下方丝袜的材质效果有些不明显，材质相关的建议在UE4中进行相应的修正。在这里进行修正需要会使用3dsmax，而且也无法保证UE4对材质的处理和3dsmax完全相同。",[11,517,518],{},"同时我们会发现动画的帧数变成了100，由于始终没有搞明白3dsmax要怎么用。这里我选择将其发送到MotionBuilder。",[11,520,521],{},[57,522],{"alt":59,"src":523},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb14.png",[11,525,526],{},"发送成功之后，我们会发现夏娜的丝袜又回来了……",[11,528,529],{},[57,530],{"alt":59,"src":531},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb15.png",[11,533,534],{},"调整好动画的帧数之后，直接导出成FBX。",[11,536,537],{},"至此，UE4外部的模型转换工作就完成了。",[11,539,540],{},"打开UE4，新建一个ThirdPerson BluePrint的项目。项目打开之后，到Content Browser，在自己喜欢的位置导入FBX模型。",[11,542,543],{},[57,544],{"alt":59,"src":545},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb16.png",[11,547,548],{},"根据模型文件的不同可能会出现一些警告信息，例如POT、平滑组之类的。一般情况下无视就好了。",[11,550,551],{},"导入之后效果如下：",[11,553,554],{},[57,555],{"alt":59,"src":556},"\u002Fwp-content\u002Fuploads\u002F2014\u002F08\u002Fimage_thumb17.png",[11,558,559],{},"唯一的遗憾是表情动画从3dsmax导出之后再导入就消失了，尝试导入到别的3d软件也无法读取到。不是很明白其中的机理，好在从游戏制作的方面来看，表情动画并不是必须的。需要的情况下也可以直接在UE4的编辑器里面拖动骨骼，故而这个问题只能暂时搁置了。",[11,561,562],{},"到这里模型的导入工作就完成了。材质和光照全部保存默认的情况下，效果不会很好。这些都是之后需要研究的地方，模型导入成功的话就什么都好说了。",{"title":225,"searchDepth":226,"depth":227,"links":564},[],"2014-08-22",{"layout":235,"status":236,"published":237,"author":567,"author_login":239,"author_email":240,"author_url":241,"wordpress_id":568,"wordpress_url":569,"date_gmt":570,"excerpt":571},{"display_name":239,"login":239,"email":240,"url":241},1002,"\u002F\u002F?p=1002","2014-08-22 02:12:24 +0000",{"type":8,"value":572},[573],[11,574,335],{},"\u002F2014-08-22-ue4导入mmd模型",{"title":330,"description":335},"_legacy\u002F2014\u002F2014-08-22-ue4%e5%af%bc%e5%85%a5mmd%e6%a8%a1%e5%9e%8b",[23,253],"0EpYkU2jkiiy9se72Lmd6y6ntUUM_PAZaylrB-jAjWg",1788763180950]