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saratogaroad — Tutorial: Convert from MMD to XPS
#tutorial #xnalaratutorial #xps_posing_studio #xpstutorial #xnalara_tutorial
Published: 2020-04-27 01:45:27 +0000 UTC; Views: 26230; Favourites: 142; Downloads: 164
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Description
Port damn responsibly. Follow the rules of your initial poster or so help me I'mma set all your asses on fire.*Download for fullview.
*model credit to Otzipai-Art here on DA.
Things you will need:
Noesis 4.12 or higher
Noesis XNALara Plugin
XNALara/XPS 11 or higher
VG Cats Blender Plugin (Follow the install instructions listed there.)
*This does not port sliders. Anything that uses a slider, such as expressions, will not come with the model itself. If the model does not use bones to pose anything, like the face, you will lose the ability to pose the face. Re-rigging or swapping the face with an already rigged one via mesh-mod will be your only options.
If you encounter an issue, try these solutions first.
XPS Tools
1. Convert your .fbx into .mesh.ascii with Noesis
2. Use XPS Tools to import the .mesh.ascii into Blender
3. Using that tool, export out as untitled.mesh (not mesh.ascii, just .mesh)
4. Drag and drop your .mesh into the posing window
XPS Tools V2
1. Use VGCats to convert to .fbx
2. Use Noesis to convert that .fbx to .mesh.ascii
2. Use XPS Tools to import the .mesh.ascii into Blender
3. Export from Blender as .fbx.
4. Use Noesis to convert that .fbx to .mesh.ascii again.
5. Drag'n'drop that NEW .mesh.ascii into the XPS posing window. Success!(?)
6. Assign textures using Material Editor
7. Use the Modify > Save Generic Item Menus to save your fixed model as needed.
The XPS Plugin for Noesis can also be found here
Mediafire: www.mediafire.com/file/qwwoo6h…
Sendspace: www.sendspace.com/file/7vxohh
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Comments: 50
Dee-ems [2024-07-15 17:18:44 +0000 UTC]
Do you know how I can get a working face with these?
👍: 0 ⏩: 1
saratogaroad In reply to Dee-ems [2024-07-15 18:10:41 +0000 UTC]
There's two ways I know of to get a working face.
1: Your MMD model has facial bones instead of sliders, as bones convert out where sliders do not
OR
2: You meshmod a working face/head onto the converted MMD body.
That's it.
👍: 0 ⏩: 1
Dee-ems In reply to saratogaroad [2025-01-10 01:59:33 +0000 UTC]
For number 1, do you know how I can get those bones to work in Xnalara?
👍: 0 ⏩: 1
saratogaroad In reply to Dee-ems [2025-01-10 02:19:07 +0000 UTC]
If the model has bones, this tutorial converts them and they'll work in XNA.
If the model has sliders, you'll lose them in the conversion and will need to replace the affected part with one that has bones. For example, the face sliders from the Kairi I used in this tutorial did not transfer over, so I had to attach the head of the Kairi I ripped from the game because that brought over her facial bones. It'll be the same for any part that used sliders instead of bones.
👍: 0 ⏩: 0
Adawong68-2 [2023-11-06 12:43:47 +0000 UTC]
i wan't to thank you for that tuto .
i failed BUT i discovered noesis and almsot succeed tho i failed when it come to apply texture , i have only one part in xps , so i can't really apply all texture , bones seem work well and all . i think i have done something somewhere but my skill are not good enought for know what .
still thx you for you work .
👍: 0 ⏩: 1
saratogaroad In reply to Adawong68-2 [2023-11-06 16:43:11 +0000 UTC]
Well now, that is odd...I've had multiple models with the expression textures (blush, nosebleed, tears, etc.) come with meshes for those instead of leaving them behind as it does most sliders, so even if it was that it should have converted with enough meshes for all your textures...strange.
Huh. Well, glad it worked well enough for you, and happy converting!
👍: 1 ⏩: 1
Adawong68-2 In reply to saratogaroad [2023-11-07 11:50:29 +0000 UTC]
tried to convert a genshin model , its maybe why , some stuff was in chinese so i have to remove them for open the file in xps .
or maybe i failed in blender , i use blender 3.6 so idk if that change anything , when i fix the model sometime i have a python error but sometime not .
it was maybe simply too complex for me lmao .
👍: 0 ⏩: 1
saratogaroad In reply to Adawong68-2 [2023-11-07 16:41:16 +0000 UTC]
Oooooh, no, no, it's not you and it's probably not Mihoyo's model either; it's Blender. The last Cats release stopped compatibility in 2.93; any higher than that and it likely will not behave as it should. Try the same steps again but in Blender 2.79
If that doesn't work, and the character you want has been ported either to .fbx or SFM, you might try converting from those instead; I'll admit I'm not up to date on the state of Mihoyo models. Good luck!
👍: 1 ⏩: 1
Adawong68-2 In reply to saratogaroad [2023-11-10 09:29:50 +0000 UTC]
so i have downloaded the 2.79 and now that wok , thx you very much .
the moedel and his bones work , he come in the good number of part so i can apply texture .
thank for the tuto .
now i need to fix the unread text by xps .
👍: 0 ⏩: 0
SousukeFAN [2022-10-12 12:59:35 +0000 UTC]
Your methods work for me! But I don't seem to understand that there are some models when I try to port them to XPS, they're missing like the white texture around the eyeballs? Can anyone help me with it?
👍: 0 ⏩: 1
saratogaroad In reply to SousukeFAN [2022-10-12 14:38:55 +0000 UTC]
That's how XPS renders textures; the texture in question is likely #FFFFFF, or pure white, which XPS just...doesn't do. You can fix this by taking the relevant texture into an image editor, selecting the pure white section, and coloring it slightly gray or slightly red. I usually use #fafafa for items and #fffafa for eyes, but whatever color you pick, it just can't be pure white. Once the pure white is recolored, save your model and reload it in XPS. It should look right again after that!
👍: 0 ⏩: 1
SousukeFAN In reply to saratogaroad [2022-10-12 22:47:48 +0000 UTC]
I'll try to do that! Thanks for helping out.
👍: 0 ⏩: 0
andreyppp11 [2022-08-25 16:56:05 +0000 UTC]
Thank you for this tutorial. The models go straight from Noesis to .ascii, but some, when loading in XNALara, will cause a mesh error saying there are invalid characters within the file. I did lots of research and found out it has to do with japanese/chinese characters not read by XNALara. Your solution for using blender (import mesh.ascii and then export as untitled.mesh) worked great. Thanks!
👍: 0 ⏩: 0
McMattCommander [2022-07-04 08:22:26 +0000 UTC]
I keep getting a traceback error when trying to export the fbx, and then when i load it into noesis, it keeps crashing, what in the love of god am i doing wrong? thank you
👍: 0 ⏩: 1
saratogaroad In reply to McMattCommander [2022-07-04 15:01:04 +0000 UTC]
Honestly you're probably doing nothing wrong. Traceback errors are problems with the code, not the end user. A quick look at the Github page tells me that it no longer works with Blender 3.2, so try a different version if you're fully updating. For reference, I've been running 2.79 and have had very few if any traceback errors, so...maybe try that?
Second, and honestly the best I can tell you, is to report the error you're receiving on the Github under an issue, because that's the only way bugs get fixed. Beyond that...if you really, desperately want the model, note me a link and we can work something out.
👍: 0 ⏩: 0
Godzillajack1 [2022-05-05 16:28:20 +0000 UTC]
Hello! I have exported all mmd models to xnalara via Blender, but I noticed that when I click on "save image", to save my work, the model I exported does not appear in the saved image. it's like invisible, I don't know what I did wrong.
👍: 0 ⏩: 1
saratogaroad In reply to Godzillajack1 [2022-05-05 19:42:49 +0000 UTC]
Neither do I, to be honest with you. I've had that happen with a model and the only solution I've found has been to use XPS 11.8 from here on DA, not 11.8.9 from the Forums, but as to why it happens or how to prevent it...nada, nothin', zilch. I don't think it's related to the models being converted as mine was made from parts I ripped myself exclusive for XNA, but beyond that...it's a mystery.
👍: 0 ⏩: 0
Godzillajack1 [2022-04-20 17:43:37 +0000 UTC]

Hello! Now I am trying to convert mmd models to xnalara with this tutorial. But in some models, when I fix model, I get this error (image above).
Also in a model, strangely enough, there was no need to use fix model and melo exported correctly.
As for that mistake, I don't know where I'm wrong. I followed the tutorial well but I don't know the reason for this error. Do you know what it is?
👍: 0 ⏩: 1
saratogaroad In reply to Godzillajack1 [2022-04-20 19:43:54 +0000 UTC]
I'm afraid I have no idea what causes that error. I've had it myself a couple of times and managed to convert those models out by following the steps anyway, but why it happens...I got nothing. It's a Blender or CATS issue and you'd be better off opening an issue on the Github linked in the description, as I have no idea how it works/how to make it stop doing that.
👍: 0 ⏩: 1
Godzillajack1 In reply to saratogaroad [2022-04-20 20:00:08 +0000 UTC]
I see! However you are right. He makes me convert them anyway despite that problem
👍: 0 ⏩: 0
TKNUC [2021-12-08 02:28:23 +0000 UTC]
Amazing work! I can port most of models, except for Japanese one.
They can export as .mesh.ascii, but fail to load in XNA/XPS.
Is this because textures & bones are named in Japanese?
👍: 0 ⏩: 1
saratogaroad In reply to TKNUC [2021-12-08 05:31:11 +0000 UTC]
What the texture is named is irrelevant...or at least, should be, and I've seen Japanese bone names change to "???" in XPS so I'm unsure if that has anything to do with your issues. That, and using the "Fix Model" dialog in the VG Cats plug-in is supposed to translate the bone names so I'm reasonably sure it's not a translation error. Can you tell me (or screencap and show me) the error you're getting upon attempting to load the .mesh.ascii file, please?
👍: 0 ⏩: 1
TKNUC In reply to saratogaroad [2021-12-08 14:20:36 +0000 UTC]
I tried to convert this model
https://bowlroll.net/file/70050 (pass is zenigatakv083)
It successfully ported, but still failed to load ascii file.
This always happens to Made-by-Japanese models (not only this one).
Models from deviantart (like this one) were succeeded.

👍: 0 ⏩: 1
saratogaroad In reply to TKNUC [2021-12-08 15:39:57 +0000 UTC]
Hm. Well "Error: Unknown" is extremely unhelpful, thanks XPS. What you might want to do is try the solutions in the description of my SFM to XPS tutorial; they've solved a lot of porting issues I've had over the years, so they might be of some use to you. If they don't work, though, I've...really got nothing.
👍: 0 ⏩: 1
TKNUC In reply to saratogaroad [2021-12-08 16:15:28 +0000 UTC]
Your SFM tutorial is actually helps me a lot!
I loaded the model in newest XPS (I always use old one cause new one's "save image" won't work for SFM-ported model idkw), and this error message popped.
It seems this model has problems in mesh part (Sorry for Japanese, it says "Contains invalid characters in pass").

👍: 0 ⏩: 1
saratogaroad In reply to TKNUC [2021-12-08 20:08:57 +0000 UTC]
HAHAHAHA GOT THE THING.
What you need to do is use Blender to convert using VGCats, convert the .fbx to .mesh.ascii using Noesis, then take that .mesh.ascii back into Blender using the XPS Tools plug-in. Convert the .mesh.ascii to .mesh by exporting through XPS Tools, and then drag'n'drop the resulting "untitled.mesh" into XPS. Save the model using the settings above and you should be golden!
👍: 1 ⏩: 1
TKNUC In reply to saratogaroad [2021-12-09 14:21:33 +0000 UTC]
I tested some models....and it works!!
I really, really appreciate for your support!
👍: 0 ⏩: 0
GTAlpha7 [2021-08-08 08:37:39 +0000 UTC]
Uhh... I have a problem.
I tried converting a model: I followed the tutorial step by step, double checked I didn't miss anything. But when I end up putting the Noesis exported model to XNALara, none of the bones move. And if I try to move a major bone, the model ends up being horrifically distorted.
What have I done wrong?
👍: 0 ⏩: 1
saratogaroad In reply to GTAlpha7 [2021-08-08 18:05:55 +0000 UTC]
You? Likely nothing at all. Models distorting on movement is a bone weight issue, and it's likely been inherited from the original model itself. I've never been able to fix those, so the best I can tell you is to try the other steps in my SFM to XNA tutorial description here on DA, and if those don't work the model is pretty dead on arrival from where I'm sitting. Sometimes that just...happens.
👍: 0 ⏩: 1
GTAlpha7 In reply to saratogaroad [2021-09-17 06:34:19 +0000 UTC]
And how does the SFM to XPS tutorial work? I mean, if it's MMD, how does that factor into the process?
👍: 0 ⏩: 1
saratogaroad In reply to GTAlpha7 [2021-09-17 14:48:45 +0000 UTC]
Because once you get a model into Noesis, the steps are the same. There's troubleshooting steps that have been discovered and put into the description of the SFM tutorial because they were found there, but they apply to the Noesis to XPS stage of the conversion, not to an SFM .mdl file. Honestly, would it hurt to take a look and play around with the thing? For all I know it won't work, but for all you know it might just solve your issue. Give it a shot.
👍: 0 ⏩: 0
sin2345 [2021-05-01 02:04:45 +0000 UTC]
Works thank you :D, but question are the models supposed to be super giant?
👍: 0 ⏩: 1
saratogaroad In reply to sin2345 [2021-05-01 03:55:21 +0000 UTC]
They have the tendency to appear as such, yes! I don't understand why, but scaling down to 0.01 in XPS and then resaving will fix that without issue.
👍: 0 ⏩: 0
4rkothDS [2021-03-18 00:42:18 +0000 UTC]
YOU R0CK!!! I can do it !! Thanks for making this tutorial.
[GIF]👍: 0 ⏩: 0
majjachan [2021-03-08 01:35:39 +0000 UTC]
The noesis (richwhitehouse) site doesn't exist for me, and I've tried three different browsers, even trying direct downloads from reddit etc. Did they remove it?
👍: 0 ⏩: 1
saratogaroad In reply to majjachan [2021-03-08 01:40:14 +0000 UTC]
It would appear so! Huh. The entire site is just gone which is. Disconcerting. Hm. Well, I'm not in contact with anyone on Rich's site but if it's not back in a few days, hit me up with a note and I'll send you a zip of my copy. How strange! I wonder what happened...
👍: 1 ⏩: 0
ChronosDiox [2021-01-29 20:31:17 +0000 UTC]
Thank You so much!!!! I was starting to get crazy with 3ds Max's PMD plugin
👍: 0 ⏩: 0
zerostark86 [2020-11-15 21:37:55 +0000 UTC]

Use your tutorial it served me with a model but the others mark me this error can you help me
👍: 0 ⏩: 1
saratogaroad In reply to zerostark86 [2020-11-15 22:04:02 +0000 UTC]
That's. New. Uhm. I have no idea what that is, or how to fix it. The first thing that comes to mind is checking for a newer version of Noesis and the .mesh.ascii plug-in, but another solution is getting an .fbx plugin for Blender and exporting using the XNA tools for Blender you can find here on DA. Sorry man. I got nothin' else.
👍: 1 ⏩: 1
zerostark86 In reply to saratogaroad [2020-11-16 04:50:40 +0000 UTC]
Ok I'll keep trying thanks 😓
👍: 0 ⏩: 0
asciapa-frush [2020-05-20 09:39:50 +0000 UTC]
That's a really good tutorial, I didn't know about that CATS plugin! I usually import models with my pmd/pmx plugin, delete the rigid body stuff xps can't read, and save the model in the xps format. The only problem is that I have to manually re-assign all the textures, but it's easy, so I don't mind...but yeah, I think that plugin will be very useful.
...by the way, I'm SO SO SO ignorant, what are sliders?
👍: 0 ⏩: 1
saratogaroad In reply to asciapa-frush [2020-05-20 15:58:22 +0000 UTC]
Sliders are what MMD models usually use to pose facials rather than bones; like, XNA uses Eyebrow Right 1 to move the first portion of the right eyebrow, while MMD has a slider that will help to pose the entire brow structure. It's handy for fast posing, but because it's NOT a bone, the plug-in can't read it, so it gets left behind. Hence, no facial posing without replacing the head with one that has bones assigned in XNA.
👍: 0 ⏩: 1
asciapa-frush In reply to saratogaroad [2020-05-20 19:23:42 +0000 UTC]
Ohh, okay. Thank you for your patience! <3
👍: 0 ⏩: 0
saratogaroad In reply to UchihaDEMS [2020-04-27 03:59:17 +0000 UTC]
Hah, after leaving it sitting in my drafts for like, months. Same steps I noted you, though, just with some visual aids. YMMV on if they're actually helpful or not.
👍: 0 ⏩: 1
UchihaDEMS In reply to saratogaroad [2020-04-27 04:52:25 +0000 UTC]
I noticed lol The visual always help! xD
Whats YMMV?
👍: 0 ⏩: 1
saratogaroad In reply to UchihaDEMS [2020-04-27 05:31:55 +0000 UTC]
Your Mileage May Vary; it's a trope. Basically you may not get the same experience out of something that others would, or vice versa. This could be more useful to others than to you, in this case.
👍: 0 ⏩: 1
UchihaDEMS In reply to saratogaroad [2020-04-27 15:23:30 +0000 UTC]
Well, it was very useful to me and I'm still grateful for that! I'm sure this will come in handy to others as well
👍: 0 ⏩: 0
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