MMD Characters and Motion

1.0.9
18 October 2026
Areas
20 changes in this update

Added

9 changes
Import
  • MMD models - select PMX or PMD characters as custom targets, including skin weights and texture folders

  • MMD motion - import VMD animations and VPD poses with their character model, Japanese bone mapping, interpolation and IK

  • Standalone MMD motion - add VMD/VPD directly onto Human, Citizen or custom humanoid targets using a built-in source skeleton; PMX/PMD selection is optional

  • MMD physics - bake rigid bodies, collision masks and spring joints with a managed C# Bullet solver inside the retargeter

  • MMD faces - preserve vertex/group morphs and bone morphs, including facial weights in preview and exported animation

Playback
  • MMD Playback - export a character animation resource with native SDEF/QDEF deformation, UV/material morphs and sphere subtextures

  • MMD soft bodies - bake cloth/rope links, pins, anchors and rigid collisions into seekable vertex animation

  • MMD impulse morphs - apply local and world-space impulses through the managed Bullet solver

Materials
  • MMD appearance - import diffuse textures, toon ramps, sphere maps and skinned outline shells

Improved

1 change
Import
  • Shared mesh buffers - export only the vertices each material uses, reducing MMD model file sizes

Fixed

7 changes
Import
  • Japanese decoding - read CP932 without the code-page provider blocked by the s&box whitelist

  • Duplicate helper bones - preserve models with repeated helper names without breaking their indexed hierarchy

  • Japanese morph names - use stable ASCII flex identifiers accepted by ModelDoc

  • Sandbox compatibility - remove blocked diagnostic APIs and replace cloning calls with explicit copies

  • Trimmed morphs - keep expression samples aligned with trimmed preview frames

  • MMD custom targets - preserve Japanese bone identities through model compilation so Alicia and other PMX/PMD characters accept VMD and FBX clips without false anatomical bind-pose errors

  • MMD playback orientation - undo the compiled bind's coordinate rotation when exporting native playback

Known Issues

3 changes
  • Standard VMDL - advanced MMD deformation needs the exported MMD Playback component; standard VMDL and skeletal preview use linear skinning

  • Soft-body fidelity - cluster, pressure/volume, aerodynamic and soft-to-soft collision behavior is not reproduced by the adapted cloth/rope solver

  • Physics - the managed Bullet version and model-space outlines can differ from MikuMikuDance