Despite UI being obscured on single-window mode, almost everything works on the screen. Particularly, however, not limited to:
- Model manipulation (Although mouse pointer has a little issue, where it can jump suddenly far away. I have no idea if that's because of my DE or is Wine issue)
- Camera manipulation
- Model management (Loading / Deleting / Reordering)
- English and Japanese mode
- Image rendering
- Multi-window mode
- Single-window mode* (sort of)
- Pose and Motion saving and loading
- Scene saving and loading*
- MikuMikuPlus plugin
* Works, but has issues, see comments / workarounds for more details below.
What does not
- MikuMikuEffect Plugin
- Proper UI rendering in single-window mode (You can get boxes to appear fine, but the rest will stay blacked out)
1 - Loading MikuMikuPlus
- By default, plugins won't load in MMD unless you mess in winecfg. Setting an override for msimg32 and mscvr90 to native+builtin will load MikuMikuPlus and it will work fully as intended.
2 - Getting single-window mode to be a little bit more useful
- Currently, with Wine-Staging 5.3 and MMD v9.32, entire UI in single-windowed mode of operation is blacked out by what appears to be a clipping issue within directx or opengl. Going full screen with Alt+Enter and then switching back brings back the boxes and input fields back into the view. However, the rest of the UI will still be blacked out. This might be useful to people who are well-experienced with MMD and know what they are doing.
3 - Enabling self-shadows / Mitigating white texture glitch
- This is a pesky trade-off mitigation. Setting override for d3d9 to builtin, d3dcompiler_47 to native and d3dx9_43 to builtin will enable you to have model self-shadowing. However, this will introduce another glitch which will make some textures on some models appear to be white / non-loaded. You can, however, mitigate that back with setting override for d3dx9_43 to native, which will load all textures properly, but will revoke your ability to have models with self-shadowing on them.
- Setting d3dx9_43 to builtin also appears to be breaking for older scene (.PMM) saves that would be made on d3dx9_43 with native override. This is not the case the other way around.
What was not tested
- Rendering to AVI
- Kinect integration
- GPU: Nvidia
- Driver: proprietary
No amount of tweaking around in winetricks, or installations of third party d3d9 renderers would mitigate UI glitches, or enable my ability to use MikuMikuEffect.
Do note that scenes could break on certain library override conditions (see workarounds section for examples above), and it appears that there isn't any way to convert those save files without tweaking around back and forth with library overrides.
Before 5.0 (or even earlier), using workaround to render boxes and input fields in MMD would case each re-draw of UI to be painfully slow. Now, it's blazing fast, at least for me. If you aren't patient, you can compare both single-windowed (with box and input workaround in use) and multi-windowed modes and use whatever is faster for you.