Free tool for Converting MMD facial motion into DS
Update:
New solution:
Import mmd's vmd motion onto Daz Character in blender, without a mmd model:
Github:
https://github.com/butaixianran/Blender-Vmd-Retargeting
Old
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I developed a tool to convert facial motion from MikuMikuDance(aka MMD) to DS.
Check this:
**Download Removed, no more download, it's unpublic now**
and MikuMikuMoving from here:
https://sites.google.com/site/mikumikumovingeng/
You need "DirectX End User Runtime Web Installer" to make MikuMikuMoving work:
http://www.microsoft.com/download/en/details.aspx?id=35
And you need "tda miku base" model to work with my plugin:
http://www.mediafire.com/file/6o6jpr5shdnqh5m/tda_miku_base.zip
How to:
* Copy my plugin into MikuMikuMoving's Plugins folder.
* Open MikuMikuMoving, load the "tda miku base" model, load a vmd motion file with the facial motion you need.
* On MikuMikuMoving's Toolbar, click Plugins section, find plugin "MorphToDS", and click it.
* This plugin will save the facial motion into a .duf file for Daz Studio.
* Open Daz Studio, open a G1 figure, and drag the .duf file onto that figure, you will get the converted facial motion.
* This .duf file only works for G1, but, you can edit it to make it works with G2:
- Open the .duf file as text.
- replace all "/head" into "" (nothing).
- replace all "#CTRLVSM" into "#VSM".
- save and close this file, now, it works with G2.
Cheers.
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Related tools:
* Tool for Converting MikuMikuDace's vmd camera motion into DS
* Share Solution: How to convert MMD's motion data into DS
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With all tools above, you can convert all motion data from MikuMikuDance into Daz Studio, which means you have unlimited motion resource.
You can create an animation in Daz Studio like following less then 3 minutes:
Comments
Butaixiaran,
This is amazing!!! I was so surprised to find that you decided to release this incredible tool. I have already tried it out and it is fantastic. Thank you so much!!! I love working in DS so this will really open the door for some wonderful MMD conversions. are there ways to get it to work for Genesis 3 or Genesis 8. The new Sakura model would really take advantage of this capability. My G1 and G2 Characters already look incredible with accurate facial data now. I tested on Kimberly and Saddie and they look great. Thank you again!!!!!!!!!!!!! Is there any other places that you regularly post, I have been missing your capability here in the DAZ community.
Kwan
There is no way to make it work with G3 or G8 for now.
I havn't played with DS recently, I think iClone is a better choice for me, so I havn't watch this forum for a long time.
Would this work?
https://www.daz3d.com/forums/discussion/224316/mcjtransexpress-script-transfer-expression-animations-poses-between-genesis-figures
Great!! This should work!!
I followed the steps from above but it's not working for me. :-(
When I drag the .duf file onto the G1 figure the face looks distorted. Anyone can help?
Upload the vmd and .duf file, I'll try to figure out the problem.
Revisiting this for G3/G8 visemes;
It looks like he has taken it down, but thanks to butaixianran for the original plugin
Save a copy of original .duf before you try
For the G3/G8 visemes, use replace all function in your text editor "/head#CTRLVSM" , with "#eCTRLv" (without the quotes)
A potential issue is limits and keyframe interpolation . If the source facial motion does not have keys on every frame, DS might interpolate the curves between keyframes differently. You might have to enable limits (to not over/undershoot , causing distortions), and to set linear interpolation
There might be other types of facial motion keys not transferred , but I just looked specifically at the visemes.
EDIT: for the other common vocaloid facial animations such as blinking (eyes closed)
This has to be done as a second replace all
replace "/head#CTRL" with "#eCTRL" (without the quotes)
If there are any other ones, just compare at the .duf and compare the prefixes for the channels. If you can't get one working post the vmd and the duf
I need this plugin, can anyone share this to me. the author can not be contacted
Not unless the readme says that redistribution is allowed.
And this, ladies and gentlemen, is how things are being lost for future generations.
One could thought that at least with freeware you can preserve and share, without fear of being accused in "illegal".
This especially hurts in situations with, e.g., mods for games ( TES Skyrim and The Sims are most notable examples) when they are often removed because of their authors' fragile ego.
And if we talk about subject, it seems to be *the only* existing tool like this, so it being unavailable anymore feels liks... crime of humainty, kind of.
Anyway, i don't have it so i can not check if it has "allowance for redistribution" to quench the thirst of our bureaucratic system
I wonder if it's same user https://github.com/butaixianran and you can contact them
I removed it as using UTF-8 it was a mixture of English and code
not a readme
that was a readme AFAIK, in Japanese so I couldn't read it. no not a readme
Google Translate would not accept it
the other files are presumably assembly or Dzscript (can read those but cannot understand)
butaixianran didn't remove it, they just removed the dead link in their post
This is the creator on Twitter
the importer was here https://bouyke.hatenablog.com/entry/2015/06/16/203249
I cannot translate stuff from or into Japanese ( and have the importer anyway but honestly don't use it) but those who want it need to contact this person as I cannot share it
unless someone can translate that text and show it gives clear permission but I have my doubts
or
Buy Poser 12 and convert to FBX in Blender and import that way which works just as well
Try upload readme text to google docs or disk. My PC can't display proper text, but google can. If there is a problem with font encoding like utf-8
If the author chooses to remove the file why would you expect to have any right to disregard their wishes and redistribute it?
That seems grossly exaggerated.
Well, that's eternal debate between author/creator and user/audience.
In case with abeforementioned skyrim mods it often leads to same problem/scandal/tragedy as the recent case of npm https://qz.com/646467/how-one-programmer-broke-the-internet-by-deleting-a-tiny-piece-of-code/
if thing is questions has dependencies and those items has their own dependencies.
I'm NOT saying it's like that in our case (as i've no idea), but to fullfill the picture of what can happen. And if you create something, on which the whole communities are relied, you are burdened with responsibility, so in future you don't ruin other's in case you suddenly remove your code and everything else breaks.
I think I tried it back while it was available, but never could get it to work on the meshes I tried it on. So as freeware, worth slightly less than I paid for it.
I'm surprised you guys are still talking about this tool. It does not work on G8, so basicly it is deprecated.
After take down this plugin, I've tried to create a script to do the same thing but read motion data from .vmd files directly.
But all bones' name in .vmd file are encoded with SHIFT-JIS, which daz can not handle. So it is a dead end.
A plugin with C++ may work, but I really don't want to go that far.
I do updated the old MikuMikuMoving's plugin to work with G8, but it does not work very well. And MikuMikuMoving is abandoned by its developer, so I don't wanna pay any more effort on that any more.
Update:
New solution:
Import mmd's vmd motion onto Daz Character in blender, without a mmd model:
https://blenderartists.org/t/addon-retarget-mmds-vmd-motion-to-daz-or-cc3/1361902