>>2879518I assume the pipeline would be as follows:
Import the purchase into Unity > export the animation as FBX > open the FBX in Blender with mmd_tools installed > export the animation as VMD.
Every step should already have a googleable tutorial.
>>2879552Aha, so you did forget to mention actually needing a [controller (material_water.pmx) to set a] >0.5 smoothness value to make the waves apparent. The scale of the water material also has to roughly match 0.138 (??? but definitely not reliant on the size of RippleRegion) to correctly position the ripples. Why? It stretches the plane (~46x46) to ~600x600, which equals the MirrorSize value of 6*100. Plus, RippleRegion should not be much lower than the water material, as its Y determines ripple height. Then it starts working as it should, and I definitely agree that it's way too complicated.
You can, however, use RippleRegion's size (which equals its display value*10) to determine OwnerScale by making DigitalRipple into a .fxsub file, which also allows you to just use the water model itself with the following:
> float OwnerScale: CONTROLOBJECT < string Name = "(OffscreenOwner)";string item = "scale"; >;> static float2 MirrorSize = 46.42726+(4000*OwnerScale);(The values stem from the corresponding initial and maximum sizes of the .PMX model; alternatively, you can use the intrinsic length function, e.g. length(AddedLeftEdgeBone-AddedRightEdgeBone), where bone positions are float3 string items. Probably less optimal than multiplication & addition of defined values though.)
Then you can add an elevated bone to plane.pmx to control ripple height and get rid of the accessory for good:
> float4x4 MirrorWorldMatrix: CONTROLOBJECT < string Name = "(OffscreenOwner)"; string item = "RippleLevel";>;Note that bone/morph names are limited to 15 AN symbols.
Swap <float3 at> and <float3 eye> in calcViewMatrixInUp to get rid of Rz 180 (test for side effects).
>> Wine on linuxSo you got it to work after all, huh.