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KKPMX

Mod / Plugin for KK / KKS to export Characters into PMX Format and additional Utility to cleanup the model into a useable state for MMD

Install / Use

/learn @CazzoPMX/KKPMX
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

KKPMX

This package is a tool chain to perform necessary edits to exported Koikatsu (KK / KKS) Models to be more useful for MMD.

I made it to allow others exploring the possibility of using KK as alternative to searching the Internet for models (mainly Pixiv or booru). Half of the time, the model exists and may even be decently made. But you wouldn't be here if you were satisfied with that. This project might be what you want if any of the following applies to you:

  • You simply cannot find the model you desire or don't trust shady links.
  • The model exists, but may otherwise be incomplete for your purposes (Physics, costume, Doll Anatomy, ...)
  • You want an easy way to (re)create your OC* and making it move over the screen without having to learn / buy sophisticated modeling programs.
    • *... or any target-of-affection, be it waifu or husbando.
  • You already use KK and complain about any restrictions that CharaStudio has when compared with MMD.
  • You already used the Export Mod in the past yourself but realize that it takes a lot of effort to just get the basics done.

This mod should work with most versions of KK, Party, or Sunshine.

  • Confirmed to work with Madevil's modpack too! (although certain Shaders refuse to export properly)
  • I'm crunching through for HoneyComb support, but that may take a while Comparisons

Comparing 'Bare minimum', '5min of manual edits', 'running the script' (old pic from 2022-06, see [img] folder for more)

#DISCLAIMER: The release section consists of two parts

  • The KK Plugin DLL which exports all necessary data
    • It will NOT export a complete model -- that would cause the game to freeze for even longer
  • The kkpmx_core.exe, which does the majority of the post-processing -- See below for some instructions

Legal (from nuthouse01)

This code is free to use, but I cannot be held responsible for damages that it may or may not cause. You are permitted to examine and modify the code as you see fit, but I make no guarantees about the safety or quality of the result.<br/> I take no responsibility for how you use this code: any damages, or copyright violations or other illegal activity are completely the fault of the user. These tools only gives you "the ability to read/edit", what you do with that ability is not my business and not my fault.<br/> You are free to use this for any commercial or non-commercial applications.<br/> Don't try to claim this work as yours. That would be a profoundly dick move.<br/> ----<br/> Just to be clear, I extend the above terms to cover this project as well. If you liked it, try visiting nuthouse01's page, as they have a lot of additional great tools and resources to further help out with PMX models in general.

Links & Credits

Some obligatory credits for references.<br/> There is no need to download anything extra (apart from the usual ModdingAPI needed for everything), the release package on the right already provides everything needed.

If you have any questions or feedback, feel free to hit me up on Discord -- I made a server just for KKPMX: https://discord.gg/HUexfg6f9E

I am open to help you convert cards into VRC/VRM depending on complexity, see the server for more details.

Other cool people doing similar things!

It seems that the original github page was taken down for whatever reason, but you can find backups when searching for [KK Blender Porter Pack].<br/> Still, I want to thank them for doing the project in the first place, cause it helped me fixing certain issues over time (including my own cursed Texture exports).

Misc

Some less obvious things when working with Console applications

  • File paths need to be enclosed into "" if they contain ' ' (Spaces).
  • You can drag and drop files into window to avoid typing the paths.
  • If the command offers a default value, it can be choosen by pressing enter without entering anything.
  • You can press the 'Up' arrow key to retrieve the most recent instruction(s)
    • To repeat the commands for multiple input requests: Go 'up' till the first -- Enter to execute it -- Now the 'next' previous command can be accessed by pressing 'down', and so on.
  • You can enter commands / press 'enter' while no input is asked for. That way you can provide commands in advance.
    • This only works if the Console Window stays open (by calling the *.exe from an already open window) or by using Powershell.

FAQ

Troubleshooting Compile yourself Structure of JSON-Files

Recommended chain of actions

Shading Workaround

IMPORTANT [until 2.3.1]: Since the textures are now rendered in-game, the current Light/Shadow Settings apply to them.<br/> When keeping the default settings, most textures will get a darker tint due to that.<br/> For the time being, this can be fixed by setting the Light Settings in the [Visual Settings] to [No Shadows].<br/> <br/> Starting [2.4.0], Shadows are disabled during generation and hence cause no issues anymore.

  1. Load the desired character and costume.
  2. Change Pose, Expression, Clothing State, or Accessory Visibility as necessary.
    • Recommended: Pose='T-Pose' (one to the left), Blinking=Off, Looking at='Top' (Slider on 0%), Mouth=Neutral.<br/> Alternatively (instead of 'Looking at') you can focus on yourself py pressing '5' and 'R' and then slightly moving the model straight upwards<br/> Any Eye and/or Mouth Position works, as long as the Eyes stay open and the mouth closed (aka Smiling, Sleepy, ...)
    • While the Tool-Chain is indifferent of whatever pose is used, it might produce funny results in MMD.
    • The same goes for facial expressions, which are further morphed by MMD-Sequences.
  3. Click on the [Export] button -- It may take a short moment depending on size.
    • [3.4.0]+ I had to change the way the Plugin runs, so it will not freeze anymore immediately.<br/> Please take care to not do anything until the process is completed to avoid corrupting the export.
    • [3.4.0]+ For the same reason, there is currently a bug that causes the Hair and most accessories to disappear after the process is done.<br/> This does not affect anything (nor does it prevent editing, saving, or re-export) and will disappear when reloading the model (or changing textures).<br/> While inconvenient, this indicates the completion of the process for the time being. I apologize if that causes confusion while using the plugin.
  • Will add a folder called ModelFullName + Random 4-Digit number under C:\koikatsu_model with the following contents
    • The model.pmx file and the main textures associated with it
    • A file called {CharName}.json which contains technical details for the kkpmx_core.exe
    • A folder called extra which may contain additional texture masks (Color, Detail, or Alpha), as well as NormalMaps.
  • Note: Most assets should be generated completely, but in rare cases, that may fail. Export these manually then.
  • Note2: In legacy mode, some assets lack a Main-Texture (like the default Fox-Tail). In such cases, the ColorMask (if any) will be used to generate a base texture later on.

See the next subsection for how to use the model immediately without having to use/wait for KKPMX_core.exe.<br/> Or the one after if you want a more detailed step-by-step guide for how I usually do things with it.

  1. Start KKPMX_core.exe, select option [(1) All-in-one converter] and follow the steps.
    • When asked for input, the [bracket] option indicates the default used when pressing enter

The model should be (almost) ready, but some last adjustments have to be done manually.

  1. Delete materials called DELETE_ME if you happen to see any - These are cleanup artifcats
  2. The script applies what is needed from the 'Semi-Standard Bone Plugin' by itself'.
    • If you still feel the need to run it yourself, you can find it at
    • [Edit(E)] -> Plugin(P) -> User -> Semi-Standard Bone Plugin -> Semi-Standard Bones (PMX) -> default or all (except [Camera Bone])

  3. Go to the [TransformView (F9)] -> Search for [A-Pose] -> Set to 100% -> Menu=[File]: Update Model

Alternative chain of actions

You can also do this whole process a bit more 'guided'.

  1. Start KKPMX_core.exe, select option [(1) All-in-one converter], provide the model, and press 'n'.
  2. The 1st option asks if each [Step] should be stored as individual model (default Yes).
  3. The 2nd option asks if verbose output should be logged (default No)
  4. The 3rd option asks if most actions should auto-process or always manual (default Yes)
  5. Step [0] and [1] then clean up several artifacts and configure the plugin json.
  6. It also provides options to only reprocess the body (and/or only the eyes), or to skip regenerating all images
  7. Step [2] is responsible for cleanup up invisible vertices - Here is asked to pause when deleting 'too much' (and decide to skip the material)
  8. Step [3] configures some physics, and asks if unused physics should be cleaned up automized or not.
  9. Step [4] asks for configurable grouping by accessory slots, else one morph per material is created.
  10. Step [5] requests input of the close value of Eye-Morphs (default 0.66), aka the %-value on which 'blink' is properly closed on the model.
  11. Step [6] performs general cleanup over the whole model
  12. Step [7] then asks if NSFW bones should be merged into oblivion or stay independent.

tl;dr: Minimum steps to make the exported model work immediately

[LEGACY]<br/> If you j

View on GitHub
GitHub Stars113
CategoryDevelopment
Updated18d ago
Forks9

Languages

Python

Security Score

95/100

Audited on Mar 15, 2026

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