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MANDATORY -- Shape keys/Morphs English compatibility #141
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I don't think this is as critical as you make it seem. If you are going to end up loading a motion data anyway, you don't need to translate the morphs at all. |
sure try to morph a model with all japanese morphs names untranslated. Also if u translate to english you can say farewell to all your mmd motion facials library cos they wont load and u cant revert. --->to be clear..i mean the shape keys panel <------- |
The names of morphs should be the same as the keyframe channel names stored in VMD. This is the expected behavior. |
This is 100% wrong bcs MMD autotranslate any morphs declared in the PMX file. |
"MMD doesn't translate names for you. It just displays the English version of bone names stored in the PMX file. " dude again...in mmd the same happens for morphs..i don't fk..g care about bones.mmd tools can revert the translations for bones, but not for morphs. Thaz what the OP says |
Translation is experimental. If this is very important to you, you can fix it and create a pull request yourself. Otherwise, you'll have to wait for someone else to fix it. This is the current state of the repo. There are very few people making real contributions. I also only contributed a little bit myself. Everyone is busy. haha |
And i appreciate it. |
Blender is not MMD and it is not meant to be a replacement for it. If you are comfortable using MMD just stick to it. You can just use Blender to make any modifications to the model and then export it back and use it in MMD.
When you load a motion to the bones, it just applies to the bones. You have to select the mesh to apply the morphs to it |
Tell me something i don't know... |
When you translate morphs to english (with copy english names) you can't import any lips motion because mmd tools is binded to japanese morphs names.(AND YOU CANT REVERT BACK!). This makes any kind of facial animation work tedious and painfull.
This issue should have A priority
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