Mikumikudance Tutoriel De Prise En Main

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Mikumikudance Tutoriel De Prise En Main Les bases de MMD TABLE DES MATIERES Introduction .......................................................................................................... 2 Téléchargement et Installation ................................................................................ 3 Comprendre l’Interface Utilisateur ........................................................................... 4 Le panneau de Visualisation (Zone 1) ................................................................. 5 La ligne de montage (Zone 2) ............................................................................ 7 Les zones de paramétrage (Zone 3) ................................................................... 8 Le système tridimensionnel ..............................................................................10 Sauvegarder votre projet MMD ...............................................................................10 Utiliser un Modèle .................................................................................................11 Utiliser la Camera .................................................................................................15 Utiliser des Accessoires .........................................................................................16 Importer des Medias Externes ................................................................................17 Enregistrer un Rendu Image ou Vidéo .....................................................................18 ANNEXES ............................................................................................................20 Index du vocabulaire spécifique : GLOSSAIRE .......................................................20 Index des Extensions de Fichiers relatif à MMD ......................................................20 CREDITS Ce tutoriel a été fait par NyaLinaa et Deedolith, pour les membres du forum http://mikumikudance.forumactif.fr Si vous avez trouvé ce tutoriel en dehors du forum, n’hésitez-pas à venir nous voir et nous faire partager vos travaux et votre passion pour MIKMIKUDANCE ! Tous les screenshots du logiciel ont été fait par l’auteur du tutoriel. MikuMikudance © Yu Higuchi First Page Picture © SatariaMityo | Hakutori Tutorial content models © Animasa INTRODUCTION MIKUMIKUDANCE – couramment abrégé en MMD – est un programme d'animation gratuit qui permet aux utilisateurs de faire des films d'animation de modèles 3D. Le programme en lui-même MikuMikuDance a été créé par Yu Higuchi (HiguchiM) et continue depuis 2008 à recevoir régulièrement de nouvelles mises à jour. A l’origine conçu pour permettre de réaliser des clips vidéos de Miku Hatsune et des Vocaloids en général, les domaines d’utilisation ont très vite évolué, devenant aussi important parmi les utilisateurs que les Vocaloids eux-mêmes : Touhou Project, Gintama, Basara, Idolm@ster, Axis Power Hetalia, Shingeki no Kyojin, Kan Kolle,… la liste est longue et s’agrandi chaque jour au grès des tendances manga/jeux vidéo/etc… qui plaisent aux utilisateurs de MMD. Originalement en japonais, MIKUMIKUDANCE est aujourd’hui disponible en anglais, et c’est avec la version v.8.14 que nous allons aujourd’hui apprendre à utiliser ce logiciel merveilleux pour les amateurs de 3D. Ready? Alors commençons ! Vous pourrez retrouver en fin de tutoriel un glossaire du vocabulaire spécifique abordé tout au long des différents chapitres. De la même façon, un lexique des formats de fichiers et leurs extensions utiles lors de l’utilisation de MMD sont listés. TELECHARGEMENT ET INSTALLATION Pour télécharger MMD, rendez-vous sur le site : http://www.geocities.jp/higuchuu4/index_e.htm Descendez dans la page jusqu’au point n°1.3 : il s’agit de la version la plus récente du logiciel. Téléchargez-donc le dossier de 5MB, et extrayez-le de l’archive avec votre logiciel de d’archive favoris : Winrar, Winzip, 7zip, KuaiZip,… Déplacez le dossier ainsi obtenu vers le lieu de votre ordinateur où vous le pensez le plus approprié. Tout votre logiciel tient dans ce dossier, alors faites-attention à ne pas le supprimer par mégarde en faisant du ménage dans vos documents… ! Une dernière étape primordiale avant de pouvoir utiliser votre nouveau jouet est d’installer, si ce n’est déjà fait, DirectX9. Si votre PC est récent, il y a de fortes chances pour que le logiciel soit déjà installé. Sinon, il vous suffit d’aller sur 01net.com par exemple ou tout autre site de téléchargement légal de logiciels pour l’obtenir. Pour ouvrir le logiciel, il suffit de lancer le fichier . Vous pouvez aussi vous faire un raccourci sur votre bureau ou dans votre barre des tâches pour y accéder plus rapidement. Vous avez maintenant toutes les clés en main pour commencer à utiliser MIKUMIKUDANCE ! DISCLAIMER IN NO EVENT WILL THESE AUTHORS OF THIS SOFTWARE,3D MODELS,AND TUTORIAL BE LIABLE TO YOU FOR ANY AND ALL DAMAGES, GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL, ARISING OUT OF THE USE OR INABILITY TO USE THE SOFTWARE, 3D MODELS, AND RELATED FILES. USE THEM AT YOUR OWN RISK. Source : Readme.txt fourni avec MMD COMPRENDRE L’INTERFACE UTILISATEUR L’interface du logiciel peut paraitre très… incompréhensible, au premier abord. Mais ne vous inquiétez-pas, vous saurez bientôt utiliser tous ce joyeux bazar les yeux fermés ! Composition de l’interface L’interface se compose de trois grandes zones elles-mêmes subdivisées en différentes parties : ZONE 2 ZONE 1 ZONE 3 Zone 1 : (surlignée en vert) Il s’agit du panneau de visualisation, où vous pourrez voir et manipuler vos modèles, accessoires, stages, effets, camera,… Zone 2 : (surlignée en violet) Il s’agit de la ligne de montage. Comme sur un logiciel de montage vidéo, vous allez ici enregistrer frame par frame les mouvements de vos modèles, accessoires, stages, effets, camera,… Zone 3 : (surlignée en Jaune) Il s’agit de la zone de paramétrage à proprement parler. Elle évolue en fonction de l’objet sélectionné (si vous êtes sur la camera ou sur vos modèles), et sert à administrer les mouvements de vos modèles, leurs expressions du visage, etc… Voyons maintenant plus en détail le contenu de ces zones. Le panneau de Visualisation (Zone 1) Dans le panneau de visualisation, trois ensemble de boutons sont visibles dans la barre supérieure, l’angle bas-droit, et la barre inférieure de la zone. Dans la partie centrale, celle avec le quadrillage et les axes X (en rouge), Y (en vers), et A (en bleu), vous pouvez déplacer votre champ de vision soit en utilisant les X Y Z en bas à droite, soit, dans un premier temps, en cliquant avec votre souris dans le champ en lui-même. Les contrôles à la souris : Clic gauche : clic général Clic droit : déplacer l’angle de vue par rotation Molette : Zoomer / Dé-zoomer Clic molette : déplacer l’angle de vue sans rotation Les contrôles Local/Global/Accessory: Les contrôles Local/Global servent à déplacer la caméra (ou les modèles) de manière plus précise que les déplacements manuels à la souris. Sur la première ligne, les X Y Z feront tourner l’objet sélectionné en fonction respectivement des axes X Y Z : rotation axiale. Sur la deuxième ligne, les X Y Z déplaceront l’objet sélectionné en fonction respectivement des axes X Y Z : translation axiale. Pour ce faire, cliquez pas exemple sur le X de la première ligne et déplacez votre curseur : vous remarquerez que votre angle de vue tourne de haut en bas, en fonction de l’axe X. Procédez de la même manière avec le X de la seconde ligne, et voyez que la vue se déplace vers la droite ou vers la gauche. Il en est de même pour les autres Y et Z. En cliquant sur local, vous changez la façon dont les objets bougeront : LOCAL : les objets bougent en fonction des axes X Y Z, par rapport à l’orientation propre de l’objet. GLOBAL : les objets bougent uniquement en fonction des axes X Y Z, sans prendre en compte l’orientation de l’objet. ACCESSORY : permet de déplacer facilement un accessoire via le panneau de visualisation lui-même. La barre supérieure : La barre supérieure indique dans un premier temps sur quel élément vous êtes en train de travailler. Lorsque vous êtes sur la caméra, les effets de lumière, ou les accessoires : Lorsque vous êtes sur un modèle ou un stage aux formats PMD ou PMX (ici, Miku) : Le bouton INFO permet, en l’activant, d’afficher à l’écran des informations relatives à 1 votre projet : les FPS : , mais aussi la frame active et le temps actif lorsque vous lancez le mode visionnage : . Les informations peuvent aussi être affichées en passant par la barre d’onglets généraux : VIEW (V) >> INFORMATION DISPLAY (D). Le bouton LOW POW permet, en l’activant, de réduire l’énergie utilisée par le logiciel, en affichant moins de frames par secondes par exemple. Cela est très pratique si votre PC est un peu léger côté rame, notamment sur les ordinateurs portables. Le Low Power peut aussi être activé en passant par la barre d’onglets généraux : VIEW (V) >> SAVE CPU POWER. ASTUCE ! Pour réduire encore les ressources nécessaires au logiciel, vous pouvez aussi, dans l’onglet VIEW (V), choisir le nombre de frame affichées à l’écran lors du travail sur votre projet MMD : Le bouton AXIS permet, en l’activant, d’afficher ou non les axes X Y Z et le quadrillage au sol. Les axes peuvent aussi être affichées/cachés en passant par la barre d’onglets généraux : VIEW (V) >> DISPLAY COORDINATE AXIS (G). 1 FPS : Frame par seconde, ou nombre d'images affichées par seconde sur un écran d'ordinateur. Les icones et permettent respectivement de zoomer/dé-zoomer et de déplacer la vue sur le plan. Ils sont équivalents aux contrôles à la souris : = Molette
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