About how to avoid some problems with FluidSimulation 2.0.
The ancient Moon rockets used three-stage rockets to reach space (as seen on then black-and-white TV). A similar three stage approach to AVI rendering will simplify things a lot when you're dealing with FluidSimulation 2.0. If your computer is not top-notch, then might a similar three stage approach to even loading the model 流体シミュレーション1024.pmx help you.
1. Let your model move a lot before the release of liquid, but decide that your model's lower body bone must be completely still during the frames while the liquid is released.
2. Add all other models except 流体シミュレーション1024.pmx to your MMD project, and work on it until you know approximately where the liquid should be released. At that point, save your project, i.e. as splashy_video1.pmm.
3. Make a copy of your project, i.e. splashy_video2.pmm. Delete the stage and all models not involved in the liquids action, to make this project ligther on your computer. And turn off RayCast and other resource-heavy effects. Load the model 流体シミュレーション1024.pmx and move its bone Null_01 well above Y=0. Test that you can start the flow. Then go to the frame where the flow should start. Fine-tune the position and angle of Null_01. Register all changed facials and bone setting at the flow start frame. Go back one frame and register zero flow for the facial Null_03. Do the same at frame 0. Paste the Null_01 bone settings at frame 0. Pretend that you just have made a 'dance motion', and save it to a file like like it was a dance motion you intended to share, i.e. WaterSourceBone1_splashy_dancemotion.vmd. And also save this project, i.e as splashy_video2.pmm.
4. Close splashy_video2.pmm, open splashy_video1.pmm and complete the non-splashy parts of yor project. When completed save splashy_video1.pmm.
5. Make a copy of splashy_video1.pmm, i.e. splashy_video3.pmm. Open splashy_video3.pmm. Load the model 流体シミュレーション1024.pmx. Load the saved 'dance motion' vmd file for 流体シミュレーション1024.pmx. This is where your computer almost comes to a standstill, right? (Even if MMD on your current computer is unable to display any liquids in the MMD work window, MMD will still be able to render your project to an avi file, thus letting you see the liquids being recorded in the render window).
6. Your desire is now to render the entire video as 60 fps 1440x2560 starting from frame 0, right? If so, render as 30 fps 720x1280 starting from a the first splashy frame instead. Carefully look at the rendered frames passing by, and abort the render when you've seen enough. Go back and improve splashy_video1.pmm and splashy_video2.pmm alternately until your test render of splashy_video3.pmm looks satifactory.
7. All done! Let's render as 60 fps 1440x2560 from frame 0? No don't. 60 fps renders will have disappointingly low amounts of liquids. Please render as 30 fps 1440x2560 instead. Then let some other video software interpolate the inbetween frames for 60 fps. The other software will obviously not reduce the amount of liquid on the interpolated frames.
(What other software? If you really can't get hold of any suitable software, then load you newly rendered 30 fps avi file as background video in a new empty MMD project, don't load any stage or models, but instead immediately render the empty project as 60 fps with your 30 fps video running as background. This will give 60 fps without reducing the amount of liquid. This crude method is not how I do it, but it would work.)
(What's my other software? Here is how I'll do it:
1. In MMD load the model.
2. Load the LipSync motion for the model.
3. Load the wav music file to MMD.
4. Listen and watch to check if the vocals are in sync with the LipSync motion. If needed, either adjust the motions start frame in MMD or the initial duration of the wav soundtrack in Audacity.
5. Load the dance motion for the model.
6. Save and close MMD. Rename the wav file with "NON_" in front of the filename, so MMD won't find it. Open MMD and ignore the error message "Cannot find the WAV file". Continue to improve the now mute project.
7. In MMD render to a mute 30fps avi file.
8. In AviUtl open a non-liquids mute 60fps intro avi clip.
9. In AviUtl append the liquids mute 30fps main avi clip.
10. In AviUtl save as avi. In AviUtl will the first clip decide the resolution and bitrate of the entire project. So AviUtl will interpolate the necessary frames needed for 60fps, (without reducing the amount of liquid).
11. In VirtualDub open the appended 60fps avi file. Select Video/Direct stream copy.
12. In VirtualDub select Audio/Audio from other file, and the Audio/Direct stream copy.
13. In AviUtl save as avi.
14. In old HandBrake 0.9.5 open the new dubbed avi file.
15. Select Audio / Audio Codec / AAC Passthrough.
16. Select Video / Target Size (MB) / 298. (Iwara won't accept 299 MB sometimes).
17. Select 2-Pass Encoding and Turbo first Pass
18. Click start
19. Upload to Iwara.)