How to use Blender 3.0 asset browser for imported MMD model

December 12,2021

blender 3.0

* Import PMX under collection
* Assemble ALL from MMD panel (This is a normal MMD configuration, not necessarily required for assetization)
* "Inctance to Scene" that collection
* Mark Asset that instance and save the blend file to your asset folder
* Append from that PMX Asset ( When you append, both the actual model and the instance will be created, but you don't need the instance, so delete it)
* "Update Rigid Body World" from MMD panel
* Visibility of mmd model is broken, so Reset Visibility from MMD tab)

blender 3.1 (as of December 12 2021 Alpha)

* Import PMX under collection
* Assemble ALL from MMD panel (This is a normal MMD configuration, not necessarily required for assetization)
* Mark Asset that collection
* Append from that PMX Asset ( When you append, both the actual model and the instance will be created, but you don't need the instance, so delete it)
* Visibility of mmd model is broken, so Reset Visibility from MMD tab)

**Addendum: December 23,2021**

　In the Blender 3.1Alpha version as of 2021/12/23, **if you asset an instance in 3.0 and use it in 3.1, only the instance will be Append.** To use it, CTRL-A ”Make Instances Real", F9 check "Parent" and "Keep hierarchy".

The following is obsolete information

Added on December 4, 2021.

Since mmd\_tools 1.02 now supports 3.0, step 1 is not necessary.

In the 3.0 official version, it is no longer possible to turn a collection into an asset. It seems that you can right-click on a collection to "create an instance in the scene" and turn it into an asset.

In 3.1alpha (as of 2021/12/4), the following steps can be reproduced by going to Preferences > Experimental > Expand Asset Browser. However, since the specification has not been finalized, it is not recommended to take the time and effort to create assets, as it may be useless.

You can enable physics simulation by skipping all the steps in the rigid body related collection in step 3 and not converting physics setting to assets, and updating the rigid body in the MMD tab to the right of the operator "Create Model" and "Convert Model" when using assets.

This is a note on how to register and use MMD models in Asset Browser of Blender 3.0 Alpha (as of 9 Oct 2021).

Please note that this is the Alpha version, so there is a high possibility that it will change in the 3.0 release version.

There may also be errors due to my lack of knowledge, or better procedures. I would be grateful if you could point them out and correct them.

**1. Make mmd\_tools available in 3.0Alpha**

* mmd\_tools 1.01 is not compatible with Blender 3.0 and will give you the following error on import

　bpyutils.py", line 197, in makeSphere bmesh.ops.create\_uvsphere TypeError: create\_uvsphere: keyword "diameter" is invalid for this operator

* Manually modify the following file by changing line 201 from "diameter=radius," to "radius=radius,"

　C:\Users\(username)\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\mmd\_tools\bpyutils.py

**2. Configure the asset browser**

* Enable the Asset Browser from Preferences > Experimental.

* Preferences > File Path to set the path to the asset library It will work with just the defaults, but it is useful to create subfolders as follows

**3. Import the MMD and register it as an asset**

* Create a top-level collection to turn your MMD models into assets
* import pmx to import MMD models under that collection
* apply bones
* build physics
* change the outliner from a view layer to a blender file and drag RigidBodyConstraints and RigidBodyWorld under the top level collection ("alicia" collection in the figure below)

* When you go back to the view layer, RigidBodyConstraints and RigidBodyWorld are now in the character's collection

* To make it easier to identify which character's RigidBodyConstraints and RigidBodyWorld are being used as assets, they should be renamed.
* Select the top-level collection (alicia in the example) and right-click to mark it as an asset.

* File>Save a copy to the asset's folder (C:\bData\asset3.0\charactor\ in the folder structure shown above)

**4. Using the asset**

* Start a new Blender and open the asset browser (you can close the previous Blender)

* Drag and drop the character into the 3D viewport to Append the character.

* At the moment (probably a bug), two collections are Append.
* The empty collection at the bottom of the diagram can be deleted.
* After the Append, all the rigid bodies are visible
* Select the top level of the MMD model (Empty), and in Misc tab, show and hide the rigid bodies, joints, temporary objects, rigid body names and joint names.

Now, you can then use the model as a normal MMD model.

This is a bit more work than the above, but may be useful for those who want to reuse a model that has been modified in various ways after importing the MMD model, such as mesh modification, cross-simulation, rigify, etc.

The above procedure may also be useful if you want to simply reuse the model in Append instead of the asset browser.

If you are Append multiple characters, you can combine their respective RigidBodyConstraints and RigidBodyWorld into a single collection, and specify the scene's RigidBodyWorld in the combined collection so that both physics will work This will result in