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Knowing the real world equivalent of 1 unit can be useful when using 3D software, especially when converting models and animations from one software to another. Here are some examples:
3ds max 1 unit = 1 meter
Bryce 1 unit = 8 feet
Cararra 1 unit = 1 inch
Cinema 4D 1 unit = 1 meter
DAZ Studio 1 unit = 1 centimeter
Hexagon 1 unit = 1 centimeter
Lightwave 1 unit = 1 meter
Maya 1 unit = 1 centimeter
Mirai 1 unit = 1 meter
Modo 1 unit = 1 meter
Poser 1 unit = 8 feet
Silo 1 unit = 10 centimeters
XSI 1 unit = 2.5 centimeters
MikuMikuDance Strangely, no one seems to know exactly.
1 MMD unit = approximately 8 centimeters.
1 MMD unit = approximately 3 inches.
Hatsune Miku's official height is 158 centimeters (approximately 5 feet, 2 inches)
Miku herself is a little more than 20 MMD units tall.
If we say that Miku is exactly 20 MMD units tall, then:
1 MMD unit = 7.9 centimeters and
1 MMD unit = 3.11 inches
(Each grid square that you see in MikuMikuDance is 5X5 units.)
Blender also does not seem to have any exact value for its units.
The human metarig armature is 1.9347 units tall
If 1 Blender unit = 1 meter, then the human metarig armature would be 1.9347 meters tall
(about 76 inches = 6 feet 4 inches)
If 1 Blender unit = 75 centimeters, then:
The human metarig armature would be 1.451 meters tall
(about 57 inches = 4 feet 9 inches)
Here is a height chart which can be used in MMD:
disastrousbunny.deviantart.com…
3ds max 1 unit = 1 meter
Bryce 1 unit = 8 feet
Cararra 1 unit = 1 inch
Cinema 4D 1 unit = 1 meter
DAZ Studio 1 unit = 1 centimeter
Hexagon 1 unit = 1 centimeter
Lightwave 1 unit = 1 meter
Maya 1 unit = 1 centimeter
Mirai 1 unit = 1 meter
Modo 1 unit = 1 meter
Poser 1 unit = 8 feet
Silo 1 unit = 10 centimeters
XSI 1 unit = 2.5 centimeters
MikuMikuDance Strangely, no one seems to know exactly.
1 MMD unit = approximately 8 centimeters.
1 MMD unit = approximately 3 inches.
Hatsune Miku's official height is 158 centimeters (approximately 5 feet, 2 inches)
Miku herself is a little more than 20 MMD units tall.
If we say that Miku is exactly 20 MMD units tall, then:
1 MMD unit = 7.9 centimeters and
1 MMD unit = 3.11 inches
(Each grid square that you see in MikuMikuDance is 5X5 units.)
Blender also does not seem to have any exact value for its units.
The human metarig armature is 1.9347 units tall
If 1 Blender unit = 1 meter, then the human metarig armature would be 1.9347 meters tall
(about 76 inches = 6 feet 4 inches)
If 1 Blender unit = 75 centimeters, then:
The human metarig armature would be 1.451 meters tall
(about 57 inches = 4 feet 9 inches)
Here is a height chart which can be used in MMD:
disastrousbunny.deviantart.com…
How to download from deviantart sta.sh
To download a file from deviantart sta.sh: When you are logged into deviantart, open your main sta.sh page (Just type sta.sh into your web browser address bar and press enter). Then load or reload the sta.sh page of the file that you want to download.
Announcements
January 9, 2021 I made a pair of bones renaming Blender python scripts to mass rename bones to or from the iClone (iClone7) armature to or from MMD Japanese bone names. Even if you have no interest in iClone, you may like to collect these 2 scripts because you can use them as templates to make your own Blender python bones renaming scripts. Download link: https://anonfiles.com/Dbgdv673p1/iClone_7z OR https://sta.sh/0acak7mizoj January 10, 2021 mmd_tools_helper updated (2.4): Added a new operator (button) "Copy Blender bone names to Japanese bone names". This operator is useful if you are doing a mass renaming of bones of a .pmx model which you have imported into Blender with mmd_tools. In that case, you should select "Copy Blender bone names to Japanese bone names" as the final step before exporting the model to a .pmx file. (When mmd_tools exports a .pmx model, it looks at the Japanese bone name of each bone. If a bone does not have a Japanese bone name, it copies the Blender
MMD Tutorial: key framing physics on-off
THIS IS A USEFUL TECHNIQUE TO CORRECT PHYSICS GLITCHES IN AN MMD ANIMATION. IN MMD, ALL PHYSICS BONES CAN BE KEYFRAME ANIMATED, INSTEAD OF BEING CONTROLLED BY PHYSICS. MMD Tutorial: How to turn physics on and off in MMD at specific key frames MMD Tutorial Example: In MMD, you want to turn off physics on the active character model for frames 0-500. 1 The top MMD menu 6th menu from the left, Select physical operation, on-off mode. 2 The top MMD menu 6th menu from the left, Select physical operation, select physical bone. This causes all of your character's physics bones to be selected, and all of your character's non-physics bones to be deselected. 3 In the frame manipulation panel (left side of MMD), go to frame 0. 4 In MMD's bone manipulation panel (bottom of MMD), turn off the "physics" button by clicking on it, if it is not already turned off. (If the physics button is turned off, it will have a white color. If the physics button is turned on, it will have a grey color.)
MMD how to fix a no shadow problem
1. If you don't see a model casting a shadow, this is usually a problem with the materials of the stage. Open the stage in PMD/PMX editor. Turn OFF (uncheck) "ground shadow" for all of your stage's materials. Also, if the ground material(s) of your stage have a Refl (specular reflection) color of black, they will not be able to receive any shadow. Change those ground material colors to white and save a copy of the edited stage. 2. You may need to open up your character model in PMD/PMX editor and turn ON (check) "ground shadow" for its materials for the character to cast a ground shadow. 3. Other possible fixes for a "no shadow" problem: adjust the camera angle or light angle in MMD. Change the model draw order in MMD. 4.Avoid having an edge line alpha of zero for a character model in PMD/PMX editor. If a material has an edge line alpha of zero, that material will not cast a shadow. This problem happens even if edge line is not enabled. This problem happens when using
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Thank you.
I'm converting vehicles from eg BowlRoll to rigged, Poser-friendly FBX. Glyph-names aside, there's often 50% difference in scale. eg an 8-wheeled IFV looks sorta-right, but a panel-van seems sized for a dainty Miku, needed up-scaling by ~50% to fit an 'adult' into cab...
I'll not get into game set//stage rips' scaling, lest my rant runs on long enough to burn my oven meal...