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Sep 11th, 2020
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  1. Main Window, Edit > Plug-In > User > UV Editor is EXTREMELY USEFUL
  2. Lets you see how UVs map onto the tex
  3. Also lets you create UV morphs
  4. Also lets you select the vertices on the tex, then select the corresponding verts on the 3d model
  5.  
  6.  
  7. SCALING FIX!!!!!!!!!! for PMXE in Windows 10
  8. * go to PmxEditor_x64.exe, rightclick > properties > compatability tab > "Change high DPI settings"
  9. * check "Use this setting to fix scaling problems for this program instead of the one in Settings"
  10. * in dropdown menu, select "I open this program"
  11. * check "Override high DPI scaling behavior"
  12. * in dropdown menu, select "System"
  13. * click Ok, click OK, and you're done!
  14.  
  15.  
  16. "Weight export/load plugin"
  17. When copying A to B, each vertex's coordinates are used to copy weights, not vertex ID
  18. When exporting, only exports the selected vertices
  19. When loading, only modifies the selected vertices
  20. Sets dest verts to have weight of nearest source vert, no fancy interpolation or smoothing
  21. Works best with clothing very close to skin, greater distance means worse results
  22. Does NOT work well with accordion fold meshes
  23. Must ensure A region is larger than B or weird stuff happens (A is whole body, B is shoes)
  24.  
  25.  
  26. "Virtual Axis" vA button, used to move bones along their local axes or vertices along their normals
  27. Can be used with the "Edit Mode" to scale wristband nicely into arm, select all verts THEN select the bone (uses virtual axis of last selected thing) then scale X=1 Y=0 Z=0 and boom its colinear
  28.  
  29. "deform after physics" is good for hidden endpoints that don't have fake bodies associated with them, but only makes it look nice in PMXE Transform view, MMD doesn't notice or care
  30. "phys + bone alignment" = rotate but not move, no idea where the name came from tho
  31.  
  32. reset UVs: It might be a roundabout way, but if you go to Edit - UV Morph - Create UV Morph, it'll open a window. Select just the thing you want to reset, highlight it, make sure Set Initial UV is checked, then load a texture and create. You don't even need to have any UV morphs listed. It'll reset the map based on your current view angle is (so it's limited in application)
  33. better to use Blender for UV unwrapping tho
  34.  
  35. SOFT SELECTION: right click on the handles, go to "PULL"
  36. or, use "O" button to open "object" menu, use dropdown near bottom to change to "tension movement"
  37. move "centerpoint" with scale handles, apply with move handles
  38. normal is linear weight, A is sharp, B is rounded
  39. Rotate-center and Scale-center: rot/scale around specified centerpoint
  40.  
  41.  
  42. masking window: M button or F3
  43. split materials: with exactly 1 material visible, select faces/verts and then right-click that material in the masking window to split
  44. join from the materials tab
  45.  
  46. Masking Window has many more features:
  47. Select "Weight Bone" radio button, then check certain bones... visible materials dont change but can only select vertices which are controlled by those bones!
  48. Select "Vertex Morph" radio button, select vertex morphs, can only select vertexes controlled by those morphs!
  49. Enable some materials, then Weight Bone > Select Bone (parts) to mask only bones which have weight on the visible materials
  50. Change tab to bone/body/joint, has buttons to mask related bone/body/joint from currently masked bone/body/joint
  51.  
  52. Object Editor: E or F4
  53. ways to move/rotate/scale stuff
  54. also allows for mirror editing
  55. move vertices along normals: click on "NRM", then use the "AXIS" button/box
  56.  
  57. Selection Guide window: G or F7
  58. sort of a clipboard area for holding selections of objects
  59. (from View window) Edit > Object > Align to > XYZ: moves selected objects to the xyz of the first item saved in the selection guide
  60. (from View window) Edit > Object > Align to Guide > XYZ: moves selected objects to the xyz *saved above the list of items in the selection guide*, this holds the xyz of whichever list item you clicked last. clicking "SEL" does not change this.
  61.  
  62. weight painter: W button
  63. select W4, start, ctrl+click to sample the weights of a vert & see what controls it
  64. if vertices are selected when you click "start" in weight painter it automatically checks the "vertex mask" checkbox
  65. weight painter: "blend tool" is immensely useful, but modifies all verts it can extending to the left&right of the line... select one row of verts at a time, start weight painting mode masked to only those verts, and blend that way. be sure to UNCHECK "BDEF2" checkbox
  66.  
  67. With Transform window open in background, go to Weight Painting, click on tiny + to the right of Start, then click On
  68. Go to Transform window and start moving bones
  69. Go back to view window, the mesh will update the same as it looks in the Transform window
  70. EXTREMELY USEFUL for getting live feedback about weight tweaking because this can be done while still in the weight-painting mode, or for figuring out which specific vertex you need to modify to fix a spike in the Transform window
  71. Also useful for simply selecting all vertices that are controlled by a bone, just make the bone move 1000 units out in transform window or something
  72. !!! IMPORTANT: do not save until after you click On again to disable this deform sync !!!
  73.  
  74.  
  75. (main window) Edit > Batch Name Editor: see all JP/EN names in table form
  76. *** can copy entire column & paste into text editor, each row separated by newlines
  77. *** can copy from text editor & paste into column!!!
  78.  
  79.  
  80. (from main window) Edit > Vertex > Select Non-reference face(s): selects all orphan vertices, shift-delete to remove them!
  81. To delete "invalid faces":
  82. first delete orphan vertices
  83. in view window, enable vertex-select and face-select
  84. open masking subwindow and go to "select all"
  85. ctrl+A to select everything everywhere
  86. in view window, go to Edit > Face > Delete Invalid Faces
  87.  
  88. (from View window) Edit > Update to reload textures
  89.  
  90. (from View window) Edit > Object > Mirror Object, copies & mirrors. added to the same material, even copies into the same morphs! doesn't mirror weights tho
  91. (from View window) Edit > Weight > Mirror Vertex
  92. copies weights FROM MIRROR vertices ONTO CURRENT vertices
  93. only works if almost exact mirror and only works if jp bone names prefixed with jp L/R
  94. Edit > Bone > Left/Right Bone Alignment (Mirror):
  95. copy the position FROM CURRENT bone onto the already existing MIRROR bone
  96. also changes selection to select the mirror bone
  97. doesn't mirror the visual link offsets however
  98.  
  99. (from View window) Edit > Weight > Average Weights: must be selecting the bone (exactly 1 bone) who has the relevant weight as well as the vertices whose weights you want to change, must manually normalize weights afterward
  100. (from View window) Edit > Weight > Smooth Weights: "half average", set each weight to halfway between current and result of "average weights"
  101.  
  102. Material > Duplicate: copies all faces/vertices and makes new copies of the related morphs
  103.  
  104. When making a vertex morph, can mirror the edits! Edit > Mirror once you're done but before you click "append"
  105. In Morph Editor, can reset/remove verts from a morph by using selecting & Edit > Set Original Position
  106.  
  107. (from main window) ctrl+L = transfer selection (vertices, bones, faces, whatever) from model view to list view, use to export only selection to CSV... exponentially slower with larger selections tho
  108.  
  109. ALT+wheel to change size of circle selector
  110.  
  111. "join vertex - near": only operates on selected vertices
  112.  
  113. in ModelView: Edit > Normal:
  114. "average normals": set all the selected vertices to have the average normal of all selected vertices, duh
  115. "average normals - near": !!! BUGGED !!! for each selected vertex, find all other vertices within the specified radius (INCLUDING NOT SELECTED VERTICES, EVEN VERTS IN HIDDEN MATERIALS) and set all the vertices within the radius (INCLUDING NOT SELECTED VERTICES, EVEN VERTS IN HIDDEN MATERIALS) to the average of all the vertices within the radius
  116. Also "average normals - near" sometimes just goes batshit crazy and sets normals to incorrect values with no clear cause
  117. "average normals - face": sets each selected normal to the average of the perpendicular lines for each face it is a part of
  118.  
  119.  
  120. Select bone chain + empty IK > View Edit > Bone > Make IK: fills the empty IK bone with the bone chain, normally the "target" of the IK is a hidden bone but it needs to be visible when this command is ran, then you make it hidden afterwards
  121.  
  122.  
  123.  
  124. rigid body settings:
  125. "movement" / "rotation" = how quickly its energy decays in the absence of any other bodies to interact with, i.e. ringing/bouncing
  126. "mass" = momentum/intertia, also which body gets deflected when two collide
  127.  
  128. edit>vertex>"show faces" means select face from vertex
  129.  
  130.  
  131. ambient: "always-color", color in shadow
  132. diffuse: +color when illuminated
  133. specular: shininess color
  134. rule-of-thumb: texure color + ambient=0.5 + diffuse=0.75-1.0
  135.  
  136. MATERIAL ORDER MATTERS! put underneath stuff at idx0 and transparent stuff at the end! draw order!
  137.  
  138. G-SHAD: (ground shadow, effect casting?) on for everything but eye reflection
  139. S-MAP: (self map, ??? cast a shadow in PMXE? on self?) on for everything but some eyes
  140. S-SHAD: receive shadows
  141.  
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