11 個の投稿 / 0 new
最終投稿
#1 2021-09-19 18:05

Beamman's ejaculation effect

Does anybody know how to use this effect? I load it into MMD and it's just nothing.
https://w.atwiki.jp/beamman/

I've also tried fluid simulator with the same results (even after following multiple instruction videos). I've given up on that one.

2021-09-19 18:56

UP UP UP

2021-10-03 23:44

Little late to the game, but I'll take a shot at this... I'm not sure which effect you mean since there's a lot of them on that page, so I'll go with the one that has Ejaculation in its name, Blood&Ejaculation. If that's not the one you meant, sorry! Just comment the name of the effect you meant, and I'll see if I can figure out how to use it.

Step 1: Load Ejaculation.x using the Accessory Panel. I'll assume you know how to position it where you want. Comment if you don't. Note that the Rx, Ry, and Rz boxes will determine which direction the ejaculation happens. By default, it goes straight up.

Step 2: Register a Tr value of 1 on the frame when the ejaculation is supposed to start.

Step 3: Register a Tr value of 0 on the frame when the ejaculation is supposed to end.

Confusion with how to use the effect is understandable, considering Tr values of both 0 and 1 make the effect invisible. It's only visible for values in between. Another tip, the Si value determines the size of the particles. You'll probably want to adjust that, considering the default value is a bit big for any normal-sized human's ejaculation.

2021-10-04 00:08

ow, somebody is finally answering, thanks man
and also, would you mind explaining how to use these effects?
https://www.nicovideo.jp/watch/sm37299741
https://www.nicovideo.jp/watch/sm37290857

2021-10-04 18:15

@somburliss
Yes that is the same effect I am using. However what you described is just the standard workings with the accessories panel. The transparency (TR) box is by default at 1.00 and still it doesn't appear and adjusting size doesn't help.

2021-10-05 05:29

@EcchiFuta

If you're just trying to see something, that should be possible with 2 easy steps. Start with a fresh project.

1. Load Ejaculation.x.
2. Set Tr to 0.5.

That's it. No models. No changing the position of the accessory. No effect mapping. You should see a vertical tower of white orbs. If that doesn't work, I'd try redownloading the whole thing because those two steps should produce SOMETHING visible.

Remember that you're only supposed to see something for Tr values BETWEEN 1 and 0. That's why you set Tr to 1 on a frame when ejaculation is supposed to start, and 0 on a later frame, when it's supposed to end. The transition of Tr from 1 to 0 is what creates a visible effect, and that visible effect goes away when Tr reaches 0. Tr of 1.00 will definitely be invisible. That's intentional.

If you're trying to take still images, you'll just need to hunt down the value of Tr that matches your shot, somewhere between 1 and 0. For video, register frames like I described in my first post, obviously leaving enough frames between the start and end so that you can see something happen.

Hope this helps!

2021-10-05 05:50

@somburliss
It actually works!
Thank you so much for clarifying! I definitely gotta try it out in future videos! :)

2021-10-05 06:16

@ErenaRin

Here's how to use the PaintSpray effect.

1. Load PaintSpray.x in the Accessory Panel.

2. Load the PaintSprayController.pmx model.

3. Click MMEffect > Effect Mapping. Click the RT_PaintDraw tab. Change the .fx file applied to the model you want to paint from RT_BlackMask.fx to RT_PaintTarget.fx.

4. Load either Spray0.x, PlaneSpray0.x, or StampSpray0.x using the Accessory Panel. The one you pick decides how the painting will be done. Spray0.x will give you a sphere, and let you paint everything inside the sphere. PlaneSpray0.x will give you a square and let you paint everything underneath a square. StampSpray0.x works the same as PlaneSpray0.x, but it creates a splash pattern (this is probably the one you want.)

5. Select the PaintSprayController model and click File > Load Motion Data. It's just to get some reasonable values into the controller's morphs so we can see results right away.

6. Position the accessory from Step 4 so that it will paint your model.

7. The "magic" of this accessory happens when Null_02 morph (リセット in Japanese) changes from 0 to 1. The motion data we loaded earlier will set this morph to 0 at the first frame, and 1 on the next frame. One frame is probably too short, so you should register a value of 1 at a later frame as well, maybe 100 frames later. Click Play.

If you load PaintSpray.x into an empty project, the background will turn black. As long as you're using a skybox or an enclosed stage, this won't be an issue. If you want the white background back, disable View > Anti-aliasing.

Hide the orb or planes by unchecking them in the Main tab on MMEffect > Effect Mapping.

If the orb or planes are leaving a weird shaded effect on the model even before you change Null_02 to 1, set Null_13 to 0 until it's time to paint, then change both Null_02 and Null_13 to 1.

You can use the other StampSpray files for different splash patterns. Use the Null_14 or 15 morphs instead of Null_13.

2021-10-07 15:24

for paintspray, i manage to make it work
but when i try to render it, it just gone
whats with that?
i dont get it, and i cant save it, if i close the project and re open it, all of it just gone
the model became clean again,
damned, i wanna cover kangxi with cum....!!!!
aaaaaaaahhhhhhhh

2021-10-08 03:56

@EcchiFuta
Awesome, I'm glad you got it working!

@ErenaRin
True enough, I focused on a "tutorial" of the effect, and not how to use it in a "real" video where you might want to apply paint multiple times. Here are some things that might be tripping you up.

Once Null_02 changes from 0 to 1, don't set it back to 0 unless you want to get rid of ALL the paint in the video. If you want all the paint to stay, just set it to 1 and leave it there. But DON'T make the mistake of setting the morph to 1.0 at frame 0. You have to make sure that it's set to 0.0 at frame 0, and changes to 1.0 at frame 1 or later.

I only briefly talked about how the Null_13 morph works. This is essentially the "paint mode". When it's 1.0, paint will be applied wherever the paint accessories are positioned. When it's 0.5, the paint accessories won't do anything. And when it's 0.0, paint will be erased wherever the paint accessories are. I mentioned keeping Null_13 at 0 until you want paint to be applied, to avoid some weird visual effects. But if you set it BACK to 0 after applying paint, then the paint will disappear. So, once paint has been applied the way you want, you should change this morph to 0.5 until you want to apply more paint, then set it back to 1.0. Only set it to 0.0 if you want to erase paint you've already applied.

I touched on it briefly in my last post, but Null_14 and 15 are essentially the same as Null_13, but they control different accessories. Null_13 is for accessories with 0 in their name, Null_14 is for accessories with 1, and Null_15 is for accessories with 2.

I notice I forgot the name of the motion data file in step 5 of my last post. It's モーフサンプル.vmd if anyone had trouble finding it.

Hope this clears things up for you!

2021-10-12 01:42

@ErenaRin

Here's how to use the Metaball Particle effect.

1. Load metaball_main.x in the Accessory Panel. This does the black background thing like the PaintSpray effect. Same solution.

2. Load metaball_particle.x in the Accessory Panel. Position this where you want the effect to "come out of". At this point, you should already see the particle effect, but maybe not quite the way you want.

3. Load the MBParticleController.pmx model. At this point, the particles will stop. Don't panic. We'll bring it back.

4. With the MBParticleController model selected, go to File > Load Motion Data. Navigate to the 質感用vmd folder. There are a few templates for you to choose from. You're probably interested in the fourth one, 白濁液.vmd. It translates to "cloudy liquid". Hmm...

5. Use the Tr value on metaball_particle.x to control when the particles spray and when they don't. You could also use the Null_16 morph on the controller but it's a little weird. Setting the morph to 0 makes it stop, but higher values will make it spray intermittently. The template will set it to 0.01 which makes it spray nonstop. I think it's easier to flip Tr back and forth between 0 and 1, rather than changing the morph between 0 and 0.01.

6. There are a bunch of HitPlane and HitSphere accessories included. If you need the particles to "collide" with something and you don't have a model to put there, you can use these accessories. Honestly, you probably don't need these. The particles will collide with models just fine.

Side note, if you plan on using this effect a lot, it might be useful to pull the controller model into PMX Editor and add English names to the morphs. Just throw the Japanese name into an online translator. Even if it doesn't make much sense, "SS Judgment" is probably easier to recognize than Null_15. That goes for the PaintSpray controller as well.