>>2182887>does this require anything special like blender?nope, just placing this little plugin in your plugin's system folder inside pmx editor's folder, and a lot of practice to get the mapping right.
https://bowlroll.net/file/15244pretty much is dragging points/vertexes till you get the desired result: the last option of the plugin's window applies the changes on the model, the third one undoes all the modifications, the second option let you select the vertex on the pmdview window allowing for more precise mesh editing (best extra function of the plugin imo) and the first one selects all the material's mesh on the plugin. the tick/untick options of the upper part are select mode, resize mode and rotate mode, the middle function is the same but with input numbers.
models are mapped differently, with the plugin you can see their set up
the difficulty depends on how the plugin loads the vertex, sometimes it's "easy" because the whole face is visible and you can simply drag the points till you fit it.
but then we have some bullshit like all the mesh is mapped on a single fucking point(making it impossible to work, or at least makes the job unnessesarly time-consuming since the mesh is made with tons of vertex), or the back of the head is behind the face mesh, making it a clusterfuck where you guess which vertex is the face
there's an option on pmxeditor that re-arranges the vertex on a more rational set up, so you work faster with them on the UV plugin:
>select the desired mesh>on pmdview go to edit->selected vertex-> Special UV mapping from the line of sight directionthe re-arrange depends on how the pmdview camera is at the moment (the perspective mode option on the lower part of pmdview window can be handy)
solves the all the mesh is put on a single pixel issue i mentioned above, but creates the back of the head is mixed with the face on the plugin one, that can be solved by setting the back as a new material though.