N-Studios-2's avatar
I've had this for a while now, and I'm pretty new to editing MMD models, so this may sound like a basic question: How do I add those AutoLuminous morphs that the TDA-style models have (ex. Light_Up, Light_Off, Light_Blink, etc.) to this one in PMX Editor?
Digitrevx's avatar
I looked at tda and see where the expressions are your talking about and they seem like UV offset expressions. Problem is they are all set to 0, 0, 0 so the do nothing. I've tried re-downloading a new version and still its full of zero's. Also I've tried in mmd messing with the sliders and they do nothing. So I can't tell you how it works. I know of other methods to do stuff but if you want to know tda's I need to see a example of it working..
N-Studios-2's avatar
Actually, in order to get them work the way they were designed to, AutoLuminous needs to be added as an accessory, which then automatically adds it into MME.
I work with TDA models rather frequently, so I know how those morphs work.
One of the only things I don't know about them is how to add them to other models.
Digitrevx's avatar
At this time I don't know. It seems to only work with Autoluminious and not objectluminious. I also can not find any linkes to the objects or the AL material expression. Maybe I'll look more into it later but I can't spend hours monkeying with it till something starts making sense. If you find out I'd be interested to hear how. :)
N-Studios-2's avatar
I actually tried the model with both AL and OL. And I found that with AL applied, subsets that have AL applied to them show through the model itself, even when the model would normally block the light from being seen. But with OL, the light hides behind the model like it would in real life. (It also looks really cool if it's applied to subset 14.)
Digitrevx's avatar
Yeah its probably a draw call situation where the post process does not take into account geometry culling. But I don't think it has much to do with how tda's model is utilizing it with sliders. ><