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This tool focuses on converting MMD (MikuMikuDance) files into Unity-compatible .anim files and animation controllers, while adding facial expressions and camera curves. It streamlines many tedious and time-consuming tasks using scripts.
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Toolbox Plugin
Download: https://github.com/maoxig/UnityMMDConverter/releases/ -
MMD4Mecanim: http://stereoarts.jp/
Regarding MMD: This video/tool merely integrates existing tools and workflows. When converting or using MMD files, please adhere to the original MMD regulations and respect relevant copyrights. The author and this tool are not responsible for any damages caused to secondary users.
Some already converted dance .unity3d files (about 300) can be downloaded here:
https://drive.google.com/drive/folders/1YU7-Hz-O8-9B2E58mxQxexJTBTCT42jr?usp=sharing
Below is the detailed tutorial. At the end, you’ll find a section on potential issues. It’s recommended to follow the tutorial first. If problems arise, refer to the principles, known issues, and troubleshooting steps. If issues persist, feel free to provide feedback.
Prepare Unity, MMD4Mecanim, and this Unity toolbox plugin.
To import the Unity package, drag the .unitypackage file into the Unity Project window. If prompted during import, click "Yes."
After installing MMD4Mecanim, you will see the following tools:
After importing the toolbox plugin, you’ll see new options in the Unity menu bar, specifically Unity MMD Converter and VMD To Anim Converter.
The VMD To Anim Converter is a tool for converting .vmd files to .anim files (an optimized re-encapsulation of MMD4Mecanim). You can verify the configuration paths in the settings.
Open the Unity MMD Converter to access the main plugin window. Note: The default configurations are pre-set and should not be changed unless necessary.
Place the MMD motion .vmd files (motion, camera, and facial expression .vmd files) and audio files (.mp3, .ogg, or .wav) into your Unity project. For organization, consider creating a Workspace folder.
There are two scenarios:
- Only VMD Files Available: Drag the
.vmdfile into the tool and click to generate an animation clip. - Existing
.animClip: If you’ve previously generated an animation clip, you can directly import it using the provided option.
After generating the animation clip, an .anim file will be created. Initially, this file contains only character motion data. Camera and facial expression data will be added in later steps.
If an error occurs during generation, use MMD4Mecanim to extract the .anim clip and then import the existing clip.
If the camera and motion data are combined in a single .vmd file, drag the same .vmd file used previously.
New Feature: The toolbox includes a camera scaling option. For example, if a camera .vmd is designed for a 1.8m-tall character, but your character is 1.6m tall, scale the camera by a factor of 1.6/1.8 = 0.88 when importing the .vmd.
Typically, facial expressions and motion are included in the same .vmd file, so you can reuse the previous .vmd. However, the panel also supports separate files.
Preview the morph key mappings, select the curves you want to add, and click Add to Animation and Create Controller.
If the creation fails, try deselecting some morph keys and retry.
A one-click preview button is available using Unity’s Timeline. Drag an existing character model into the designated slot and click to preview:
To preview the camera in Unity, use the provided script Add MMD Camera for selected object to create a compliant camera node. Select the model, click the option to create the script, and then click the button. Afterward, click the Timeline’s play button to directly view the camera motion in the Game window without needing to play the game. This combines the last three steps into one, significantly improving inspection efficiency.
Ensure the audio file is appropriately sized. Verify that the audio aligns with the motion and syncs correctly.
- Case 1: If the motion distribution includes an audio file, drag it in directly.
- Case 2: For self-downloaded music, verify the beat alignment and adjust the audio if necessary. Use Unity’s Timeline or external tools like
ffmpegfor adjustments.
Preview the newly created animation in the Output folder. Ensure the character’s facing direction (red arrow) aligns with the blue arrow. If misaligned, adjust the Root Transform Rotation panel.
If the character’s initial position is incorrect, try setting the Center of Mass to "Original."
Use an existing character model (e.g., a VRM model) to verify that the skeleton, motion, facial expressions, and camera work correctly. Drag the generated controller to the character model’s Animator component and click "Play" to animate the character.
Alternatively, use Timeline for inspection, as it allows simultaneous checking of audio, motion, and camera without needing to play the game.
If everything is correct, click the package button to export. The tool automatically detects, renames the controller, animation, and audio, and outputs a .unity3d file. Set the output path to the dances folder to check the results directly in-game.
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Lip Expression Parsing Errors: If lip expressions fail to parse, re-import the lip data in MikuMikuDance and re-export the
.vmdfile to refresh it. -
Motion Issues with VMD Files: Some
.vmdfiles rely heavily on the bone structure of the.pmxmodel. If errors occur, try using a more compatible.pmxmodel or modify the model’s bones using PMX Editor. -
Incorrect Initial Position or Orientation: If the extracted
.animclip has correct motion, expressions, and camera but the initial position or direction is off, adjust the panel options in Step 7.










