Go Back   Neko-Sentai » MMD Forums » MMD Chat

Notices

Reply
 
Thread Tools
Old 10-07-2015, 06:21 AM   #1
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default My own porn MMD video, the noob way (by devilmetal17)

Here, i will try to put Tip and Tricks for Noob/Beginner so you can make you're own video.

Well there'll be a lot a different way to do thing that i will do here, even better but i'll do it the noob way here.

Maybe usefull maybe not.

[Will keep it update from time to time.]

Last edited by Devilmetal17; 10-07-2015 at 07:40 AM. Reason: Forgot to say something
Devilmetal17 is offline  
Reply With Quote
The Following User Says Thank You to Devilmetal17 For This Useful Post:
HikeN (11-01-2015)
Old 10-07-2015, 06:49 AM   #2
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default Where to start.

First you need an idea ( yeah no kidding)
If you don't, what model(s) do you plan on using, stage, does that model(s) have a story already and what do you have a hand.

In short:
You get your idea into 1 sentence then rewhrite it into 10 sentences with more details then rewhrite it into 30 sentences with more details, etc..... Until you can describe all the scenes and the things you need.

The structure of the video usually goes like this:

Intro ( depending of what you though may not be for noob)

Sexplay (the easy part)

End/Epilog ( depending of what you though may not be for noob)

2nd whrite you're idea somewhere (a paper like i do/ a blocnote......)

3rd Cut that idea into small scene

For example: Episode 3 of Real Darkness.
I started by
"Nana get corrupted" [1 sentence]

Then how did she get to that state? [9 sentences]
-Momo (the villain) give her a new pet ( Read the Mangas)
-Nana take it and get too sleep
-She wake up in the TentaBG
-Introduction of the whole story through Momo/Nana dialog
-Introduction of a new model through Mikan/Yami
-Using the Mating that briefly mentionned in the manga
-She have a lot of sex with a new monster named Rito for a mind break
-She break
-Give a lead for the next victim.

When you got there, you keep describing you're idea. [21 sentences]
For example:

-She have a lot of sex with a new monster named Rito for a mind break
-She break

-> Vaginal 1
Not to deep Thrust Normal speed
Not to deep Thrust Fast Speed
Not to deep Thrust Monster kiss
Not to deep Thrust Tentacle on her breast
Not to deep Thrust Finish

-> Vaginal 2 + Anal plug
Small presentation of "Anal plug" model
A bit more deep Thrust Normal speed
A bit more deep Thrust Fast speed
A Spin Thrust Normal speed while she drink from an other tentacle
A Spin Thrust Fast speed
A bit more deep Thrust Normal speed with tentacle teasing her chest
A bit more deep Thrust Fast speed
A bit more deep Thrust Finish

-> Anal 1 breaking time
Anal thrust normak speed
Blindfold fall
See monster break
Get corrupted

-> Double thrust final
Normal Speed
Fast Speed
Finish

-> Small epiloq
Nana stroke monster penis
Lead to the next victim by Momo text.

When you reach that much details, you should be able to picture each scene and the models you need.

Resource/model i need here:
I have 4 "Alice models in cosplay", a "monster set" i made and 2 backgrounds :
a forest (nana resting place) for intro and "TentaBG" for sexplay

You should be ready to start working on the animation.

Last edited by Devilmetal17; 10-14-2015 at 05:13 AM. Reason: Typo and structure
Devilmetal17 is offline  
Reply With Quote
Old 10-10-2015, 05:25 AM   #3
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default PMD/PMX Editor

A quick presentation:

*What does it do:
This will be the software that will allow you to modify a model.

*What does those buttons do: (PmxEditor0.png)

1rst Window - Store informations

a: Name of the model + describe it or maker name and rule some time
b: All meshs of the model - You can change color or turn it transparent
c: The bones of the model - You can edit or create them
d: The facial of the model - You can edit or create them
e: Where you group bones and facials
f: Physik ( for breast/hair etc )
g: Joints

2nd window - Let you modify the model directly

1: Select the mesh
2: Select the bones

3: Change how you select stuff

4: Change the windows (sitting, like color......)
1rst one can change the background color (PmxEditor1.png)
3rd one will change the color of mesh selected or unselected (PmxEditor2.png)

5: Mesh for more precise selection or to cut them apart
6: Will put the mesh on the bone
7: Open a new window to test what you did (a mini mmd software)
Attached Thumbnails
Click image for larger version

Name:	PmxEditor0.png
Views:	185
Size:	658.4 KB
ID:	167506   Click image for larger version

Name:	PmxEditor1.png
Views:	205
Size:	672.3 KB
ID:	167507   Click image for larger version

Name:	PmxEditor2.png
Views:	139
Size:	760.0 KB
ID:	167508  

Devilmetal17 is offline  
Reply With Quote
Old 10-10-2015, 06:07 AM   #4
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default How do i know if my model has a full body?

With PMD/PMX editor.

*First let's go to the mesh tab:(PmxEditor3.png)
We just need the 4th option.

*Then:(PmxEditor4.png)
Click on the button right next to it, the model will disappear.
Now select the mesh name until you get only the body part.

Nothing is cut the model is good to go

Huh!?? There are hole in the breast place or vagina.
The model is no good sir, choose an other one
Attached Thumbnails
Click image for larger version

Name:	PmxEditor3.png
Views:	128
Size:	689.7 KB
ID:	167509   Click image for larger version

Name:	PmxEditor4.png
Views:	186
Size:	661.0 KB
ID:	167510  
Devilmetal17 is offline  
Reply With Quote
Old 10-10-2015, 07:01 AM   #5
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default Getting the model nude

Still with the mesh tab:

Select every mesh object/group that doesn't hide the goods.
Like this (PmxEditor5.png)
Only 3 meshs to deal with

First method:
On the 1rst Window Mesh tab: (PmxEditor6.png)
Select the mesh object/group that hide the Breast and vagina,
Then put 0 value instead of 1 below the A

Second method by facial ( only with PMX format)
On the 1rst Window Facial tab: (PmxEditor7.png)
Right click -> (N) -> (M)
You get a new facial who start with an M

Then let's go back in the mesh tab: (PmxEditor8.png)
Select the 3mesh -> Right click -> Click on index (X)


Then let's go back in the facial tab: (PmxEditor9.png)
Select the facial -> Right click on the big empty spot -> Click on index (V)
Then select them and click on the "1" (PmxEditor10.png)
It open "2" then put 0value on "3" or every where.
Click "ok" and it's done.

Then let's go where you group bones and facials "1" : (PmxEditor11.png)
Click on "2" then on "3" select the facial and click "4".

To see if it work, get on the second window (that show the model)
And click on T (transformview)
You get an other 2windows one with the model the other one with option/bones/facials (PmxEditor12.png)

On the facial "1"
Select the facial you made (mine is CloOFF)
Play a bit With "2"
You should see on "3" the cloth getting more transparent

Congrats
if not you missed something


By the way, if you only name the facial on the jap option, you'll get a Null000
on the facial when you put it on MMD.
Don't forget to fill the No jap option too
Attached Thumbnails
Click image for larger version

Name:	PmxEditor5.png
Views:	74
Size:	800.8 KB
ID:	167512   Click image for larger version

Name:	PmxEditor6.png
Views:	55
Size:	782.1 KB
ID:	167513   Click image for larger version

Name:	PmxEditor7.png
Views:	37
Size:	772.9 KB
ID:	167514  

Click image for larger version

Name:	PmxEditor8.png
Views:	42
Size:	775.5 KB
ID:	167515   Click image for larger version

Name:	PmxEditor9.png
Views:	44
Size:	767.5 KB
ID:	167516   Click image for larger version

Name:	PmxEditor10.png
Views:	41
Size:	758.4 KB
ID:	167517  

Click image for larger version

Name:	PmxEditor11.png
Views:	75
Size:	1.00 MB
ID:	167518   Click image for larger version

Name:	PmxEditor12.png
Views:	148
Size:	798.0 KB
ID:	167519  
Devilmetal17 is offline  
Reply With Quote
Old 10-10-2015, 12:25 PM   #6
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default How to separate merged mesh safely

I want to get the tongue out of the Face mesh group "kao" (PmxEditor13.png)
I open the mesh tab -> 4th option -> kao ( a,b,c)
I changed the view of the model with mode(d) and choose wire2(E) (e)

You can see a pack of mesh and the tongue is inside.

First make a copy of that model - we are gonna use a facial trick

Get the "kao" and make it big (PmxEditor14.png)
How to make it big? (PmxEditor14-2.png)
When you select the mesh (orange dots) right click on the directional arrow
Then 4th option, will give you a black cube in the center
Stay Clicked on it and move left or right the size should change.

Using the mesh tab, 3rd option bones/facials (a), the 1rst facial let me take the tooth out easely (PmxEditor15.png)(PmxEditor16.png)

Let's get it out (PmxEditor17.png)
Drag the tooth out the switch from 3rd to 4th option (a,b)
"kao" selected and the tooth mesh selected (in orange)
Right click on the 'kao" then click 3rd option (with the (s))
You should get (PmxEditor18.png) as a result

Same thing for the tongue

1)Then, go to the facial tab and make a UV(v) facial (PmxEditor19.png)
An other window appear, only the left side is important
2)Select the tooth and make it move a bit (PmxEditor20.png)
3)Then save it (a) , give it a name and valid it with (b)

Do the same with the tooth, and make sur that the tooth are back to it's initial position with ctrl+Z in the left facial window

Then click on them in the facial tab (PmxEditor21.png)
with the CSV (s) option

Now close your copy and open the model (PmxEditor22.png)
In the facial tab -> right click -> CSV(o)
You get them back (PmxEditor23.png)

Now back and the mesh tab on te 2nd window(that show the model)
(PmxEditor24.png)
Go to 3rd option facial and click on one of them you should get the mesh selected out of the pack.

Move it out, go back 4th option and select "kao" make sur the dot mesh are selected, use ctrl+z to put the tongue back to it's place as long as you don't click on the window the mesh will stay selected (orange)
then right click and "kao" and click the 3rd option with the (s) to separate it.

You can use the 2nd option too (PmxEditor25.png)
It's a bit luck based same time.
With those number you can get the ribbon out of her Hair mesh group.

A bit long but safe method
Attached Thumbnails
Click image for larger version

Name:	PmxEditor13.png
Views:	24
Size:	699.4 KB
ID:	167520   Click image for larger version

Name:	PmxEditor14.png
Views:	20
Size:	727.6 KB
ID:	167521   Click image for larger version

Name:	PmxEditor14-2.png
Views:	29
Size:	272.6 KB
ID:	167522  

Click image for larger version

Name:	PmxEditor15.png
Views:	25
Size:	278.2 KB
ID:	167523   Click image for larger version

Name:	PmxEditor16.png
Views:	27
Size:	807.4 KB
ID:	167524   Click image for larger version

Name:	PmxEditor17.png
Views:	21
Size:	826.4 KB
ID:	167525  

Click image for larger version

Name:	PmxEditor18.png
Views:	27
Size:	829.6 KB
ID:	167526   Click image for larger version

Name:	PmxEditor19.png
Views:	18
Size:	808.7 KB
ID:	167527   Click image for larger version

Name:	PmxEditor20.png
Views:	24
Size:	682.0 KB
ID:	167528  

Click image for larger version

Name:	PmxEditor21.png
Views:	19
Size:	812.0 KB
ID:	167529   Click image for larger version

Name:	PmxEditor22.png
Views:	17
Size:	911.2 KB
ID:	167530   Click image for larger version

Name:	PmxEditor23.png
Views:	24
Size:	997.3 KB
ID:	167531  

Click image for larger version

Name:	PmxEditor24.png
Views:	30
Size:	828.4 KB
ID:	167532   Click image for larger version

Name:	PmxEditor25.png
Views:	43
Size:	747.4 KB
ID:	167533  
Devilmetal17 is offline  
Reply With Quote
Old 10-11-2015, 04:56 AM   #7
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default Let's give some bones to the tongue

Were going to give bones to the tongue.

First let's go to the bone tab (PmxEditor26.png)
On the second window get the mesh tab -> 4th option -> select the tongue
The parent bone (origine) of our bone is the head so it's bone "65" here

Right click on it -> first option -> last option

They will appear at the same location than the parent bone, will need to move it a bit (PmxEditor27.png)
2 way: move it manualy or using the number under the name [ X ; Y ; Z]
Bone: origine/parent -> if you move it your bone will move along with it.

I made my set of bones, actually you don't need that much bone for the tongue since the facial move the tongue out of the bone i created.
You just need the moving bone and an end bone.

Let's put the tongue on the bones we just made (PmxEditor28.png)
Click on "a" -> window "b" should appear -> select the bone you need via the bone tab first window -> it will be red when you click on "c"
You can see the mesh dot are black, they aren't on this bone.
The number on "d" determine how much of the mesh belong to this bone we go with 100% here

Just past the mouth on the part of the mesh you want on your bone (PmxEditor29.png) they turn red since i am at 100%.
Select each one and put the mesh according to it's length.

When you're done, let's go to "Transformview " and see if we didn't miss a dot mesh. (PmxEditor30.png)
(PmxEditor31.png) Select your bone and move it
(PmxEditor32.png) Select the rest and move them too (dat snake tongue)

The mesh don't seem to have any forgotten dot mesh.
If you did forgot some they will not move along with your bones and the mesh will be deformed
Got back to (PmxEditor28.png) (PmxEditor29.png)
Select your bone and see if there isn't a black dot laying somewhere.

Ok let's put our bone in a group, if not they won't appear wen you registre them in MMD (PmxEditor33.png)
Click on "a" -> select a group "b" -> don't forget to fill the no jap name "c"
Click on "d" select your bone -> click on "e".

Why should i fill the no jap name it's a pain they are all empty. (PmxEditor34.png)
If you don't fill them you get that on MMD
It's apply for Bones/Facials/and group bone


One more thing and will talk about the motion.
Attached Thumbnails
Click image for larger version

Name:	PmxEditor26.png
Views:	23
Size:	623.1 KB
ID:	167554   Click image for larger version

Name:	PmxEditor27.png
Views:	23
Size:	618.7 KB
ID:	167555   Click image for larger version

Name:	PmxEditor28.png
Views:	21
Size:	630.4 KB
ID:	167556  

Click image for larger version

Name:	PmxEditor29.png
Views:	24
Size:	683.3 KB
ID:	167557   Click image for larger version

Name:	PmxEditor30.png
Views:	18
Size:	731.2 KB
ID:	167558   Click image for larger version

Name:	PmxEditor31.png
Views:	29
Size:	670.8 KB
ID:	167559  

Click image for larger version

Name:	PmxEditor32.png
Views:	44
Size:	519.0 KB
ID:	167560   Click image for larger version

Name:	PmxEditor33.png
Views:	25
Size:	594.6 KB
ID:	167561   Click image for larger version

Name:	PmxEditor34.png
Views:	42
Size:	296.8 KB
ID:	167562  

Devilmetal17 is offline  
Reply With Quote
Old 10-11-2015, 05:48 AM   #8
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default Adding other model or mesh to your model

Well, i usually give a second tongue to the model to be facials free and give it my own facials.(PmxEditor35.png)

Let's see, first remove the mesh object you don't need like this (PmxEditor36.png)
Got to mesh tab "a" select the mesh to delete -> right click 2nd option

You will get this (PmxEditor37.png)

*MAKE SURE YOU SAVE IT IN A DIFFERENTE MODEL*

Important: (PmxEditor38.png)
You should be aware when you do this there will be wasted mesh laying around. It make the model heavier for no reason.

If you switch from 4th to 1rst option this will appear.
They don't belong to a mesh object and the only way i find to get rid of it it's to export the mesh to an ".x" file

*But doing that will get rid of bones/phisik/joints, depending of what you import you may not do the following.*

How to make an ".x" file.(PmxEditor39.png)
Click on "a" then "b"
save it and this should appear (PmxEditor40.png) just click ok
You can see if you open the ".x" file (PmxEditor41.png)
The unwanted mesh is gone.

Let's go back to our model (PmxEditor42.png)
To import the mesh: click on "a" then "b" select the file
You'll get this (PmxEditor43.png) just click "ok"
There will be a bone added just get rid of it and redo the mesh to bone thing.

If you need to import the mesh+bones and stuff just do (PmxEditor42.png).

Be aware that if the bones you put have the same name they will merge together.



I'm not gonna talk about importing stuff with phisik and joint, it's a bit hard and not for noobs like myself and i don't use phisik in my custom video.

Yeah, i try 127time to put a skirt to a model and never succeed once

The shocking truth
Attached Thumbnails
Click image for larger version

Name:	PMXEditor35.png
Views:	27
Size:	800.7 KB
ID:	167563   Click image for larger version

Name:	PMXEditor36.png
Views:	15
Size:	787.4 KB
ID:	167564   Click image for larger version

Name:	PMXEditor37.png
Views:	17
Size:	525.0 KB
ID:	167565  

Click image for larger version

Name:	PMXEditor38.png
Views:	20
Size:	532.4 KB
ID:	167566   Click image for larger version

Name:	PMXEditor39.png
Views:	15
Size:	654.7 KB
ID:	167567   Click image for larger version

Name:	PMXEditor40.png
Views:	15
Size:	655.0 KB
ID:	167568  

Click image for larger version

Name:	PMXEditor41.png
Views:	18
Size:	516.4 KB
ID:	167569   Click image for larger version

Name:	PMXEditor42.png
Views:	21
Size:	904.3 KB
ID:	167570   Click image for larger version

Name:	PMXEditor43.png
Views:	35
Size:	814.6 KB
ID:	167571  

Devilmetal17 is offline  
Reply With Quote
Old 10-13-2015, 03:33 AM   #9
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default MikuMikuDance quick intro

I'm still using the MikuMikuDance 7.39.
The presentation may be a bit different for the update version of it.

(Motion1.png)

"A"
You load the models here
Make them visible/unvisible with the "disp" option
If your model have IK bones you can disale them here to use them like normal bones
And switch between models/camera

"B"
You play and registre camera angle here

"C"
You play and registre light color and angle here

"D"
You can load .x file here, attach it to a model bone, change it's size and transparency.

"E"
Give you preset camera angle

"F"
Will play the motion you made.
You set the number of frame like Frame 0 to Frame 165
Click play and repeat when you make a loop to see what is wrong.

"G"
When you registre a move of a bone/camera/light/etc...
It will make a dot in here.

We are gonna try making this loop here:
(Move1.jpg,Move2.jpg,Move3.jpg,Move4.jpg )
From an anime you may know.
Look at the animation and take some shoot/screencap of the movement.
Ready to start?
Attached Thumbnails
Click image for larger version

Name:	Motion1.png
Views:	189
Size:	354.0 KB
ID:	167583   Click image for larger version

Name:	Move1.jpg
Views:	224
Size:	58.0 KB
ID:	167584   Click image for larger version

Name:	Move2.jpg
Views:	83
Size:	58.8 KB
ID:	167585  

Click image for larger version

Name:	Move3.jpg
Views:	68
Size:	55.5 KB
ID:	167586   Click image for larger version

Name:	Move4.jpg
Views:	121
Size:	55.7 KB
ID:	167587  
Devilmetal17 is offline  
Reply With Quote
Old 10-13-2015, 04:00 AM   #10
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default Making a motion

Sex motion are really basic and simple when you look at an H-anime it's basically a loop + camera angle then an other loop + camera angle.
Making a dance motion is way harder.

1st) Disable the phisik: (Motion2.png)
Why? You don't need it now, if you play with the phisik on you will get the hair on the way and if your computer is low spec the animation will not play smoothly

2nd) Bone(E) option: (Motion3.png)
When selecting the numeric input you can change numerically the value of the movement of a bone/camera.

It's really usefull when you want to turn the model/camera to 90°, 180°
I made the camera rotate (Y axis "90") (Motion4.png)

MAKE SURE YOU REGISTRE THE BONE/CAMERA BEFORE DOING SOMETHING ELSE, IT DOESN't SAVE IT AUTOMATICALLY THE CHANGE YOU MADE WITH IT.

3rd) (Motion5.png)
There two models, i will start with the girl that get fucked.

Let's use the mother/master bone to place the two models a bit away frome each other.
I usually give the model a second master bone i call mother, you will need to create it in order to use the motion of this animation that i will share at the end

You can load the screencap you take from the anime/gif you want to make with MMD in the background
(Motion6.png)

You can change the size of the video/ disable axis/shadow here
(Motion7.png)
Attached Thumbnails
Click image for larger version

Name:	Motion2.png
Views:	54
Size:	358.1 KB
ID:	167588   Click image for larger version

Name:	Motion3.png
Views:	37
Size:	250.7 KB
ID:	167589   Click image for larger version

Name:	Motion4.png
Views:	49
Size:	180.0 KB
ID:	167590  

Click image for larger version

Name:	Motion5.png
Views:	29
Size:	201.1 KB
ID:	167591   Click image for larger version

Name:	Motion6.png
Views:	29
Size:	239.6 KB
ID:	167592   Click image for larger version

Name:	Motion7.png
Views:	101
Size:	754.5 KB
ID:	167593  


Last edited by Devilmetal17; 10-13-2015 at 04:25 AM. Reason: Some typo
Devilmetal17 is offline  
Reply With Quote
Old 10-13-2015, 04:53 AM   #11
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default Make a rought pose (1rst model)

I work on one model then i work with the other one.

(Motion8.png)
Using the mother bone and numeric input, i put the model in a position that is easy to start working

(Motion9.png) (Motion10.png) (Motion11.png)
Making the rought pose not to detailed.

(Motion12.png)
The loop motion work like this

"A"
Save point - start/end pose

"B"
The main movement

"C"
Adding some variation on the movement

Example: For a cowgirl position
"A" Starting pose : she got the dick all the way in

"B" You make her go up, she only have the tip of the dick in.
(using center bone)

"C" In the mid up/down movement you make her bottom go left(1rst C) then right (2nd C)
(using the bottom bone)


(Motion13.png)
My loop is 40frames the usual for normal speed (30f quick, 50f slow)

Just made the rought movement of her getting back (With the center bone)
with a fast bottom move ( with the bottom bone) when reaching "point C"

Let's see how does it look with the play option

Don't look to bad, let's work the pose a little bit with her arm and face
(Motion14.png)
There are bones like the arm or leg that work like mirror, so you just have to work the right side registre it click on "copy" then "reverse" and the left side will take the same pose you did on the right side.

(Motion15.png)
Oh no! the movement on pont B move the arm off the ground.
There are to option:
1st : You turn the bone of the arm into IK bone like the leg (not for noob)

2nd: It's not the fastest but it's the noob way.
Load the some model and copy the "A" pose and past it where the "B" pose is on this dummy model
Like that (Motion16.png)

Now, all you have to do is to get the hand at same spot like this
(Motion17.png)
Now hit play to see how it does, you may have to do that at point "C" too

The first model is roughly done.
Attached Thumbnails
Click image for larger version

Name:	Motion8.png
Views:	71
Size:	676.0 KB
ID:	167594   Click image for larger version

Name:	Motion9.png
Views:	54
Size:	724.1 KB
ID:	167595   Click image for larger version

Name:	Motion10.png
Views:	36
Size:	715.7 KB
ID:	167596  

Click image for larger version

Name:	Motion11.png
Views:	65
Size:	750.2 KB
ID:	167597   Click image for larger version

Name:	Motion12.png
Views:	35
Size:	258.6 KB
ID:	167598   Click image for larger version

Name:	Motion13.png
Views:	22
Size:	327.6 KB
ID:	167599  

Click image for larger version

Name:	Motion14.png
Views:	45
Size:	793.8 KB
ID:	167600   Click image for larger version

Name:	Motion15.png
Views:	53
Size:	789.8 KB
ID:	167601   Click image for larger version

Name:	Motion16.png
Views:	64
Size:	779.3 KB
ID:	167602  

Click image for larger version

Name:	Motion17.png
Views:	108
Size:	779.0 KB
ID:	167603  
Devilmetal17 is offline  
Reply With Quote
Old 10-13-2015, 05:21 AM   #12
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default Make a rought pose (2nd model)

Basically the same thing as poseted above.
Make the rought starting pose (Motion18.png) point "A"

Then the moving pose (Motion19.png) point "B" and altering the movement a bit point "C"

Hit the play bouton to see how it looks and modify if necessary.

When it's to your liking, all you need to do is work on the pose like this
(Motion20.png)

That's the result: Yukikazefun1

The motion file are in the archive.

Don't forget that yukikaze need a bone called mother.
Just look a the bone from the Living gear v3 model since i put the Yukibone in it.

Now all you need to do is to repeat that 40frames for about 1000frames or more depending of how many camera angle you want to make
Change the camera angle every 200-400frames

When you want to change the pose just make a black screen by moving the camera far away,move 50frames away and make the new starting pose.

You can try to make the transition move but it's a bit hard and time consuming.(Yep even for me)

Making an intro or transition is a bit hard or really hard depending of what you think of making.
Why is it harder than the sex motion ?
Because sex motion is usualy A -> C -> B -> C -> A
And intro/transition more like A-> B -> C -> B -> D -> E -> D -> F ->etc...

Well we are done here, Hope it's not to hard to understand since i'm not english and don't really know the specific word used for MMD/Model

I may talk a bit about same of the model i made, you probably wonder why i made the bone structure that way for some of them.
Attached Thumbnails
Click image for larger version

Name:	Motion18.png
Views:	110
Size:	802.9 KB
ID:	167604   Click image for larger version

Name:	Motion19.png
Views:	102
Size:	793.1 KB
ID:	167605   Click image for larger version

Name:	Motion20.png
Views:	148
Size:	805.2 KB
ID:	167606  

Attached Files
File Type: rar YukikazeFun1.rar (11.4 KB, 185 views)
File Type: avi YukikazeFun1.avi (9.25 MB, 177 views)
Devilmetal17 is offline  
Reply With Quote
The Following User Says Thank You to Devilmetal17 For This Useful Post:
HikeN (11-01-2015)
Old 11-06-2015, 01:01 PM   #13
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default Why the dog dick isn't well placed

For those who try Riley or the bunny Man model i put for share.
You may wonder why i left the dick or the Tentacle Arm out of place.

Well playing with MMD a bit, having the (X.Y.Z) pointer following the bones direction make thing really easy to expend/retract thing becouse you move in one direction.
And you can move the whole part in MMD, you just need the main bone who move the entire dick/dickbones attach to the right bone, you will conserve the facials that way too.

Get some screenshot
Attached Thumbnails
Click image for larger version

Name:	Why1.jpg
Views:	83
Size:	392.8 KB
ID:	168278   Click image for larger version

Name:	Why2.jpg
Views:	43
Size:	392.7 KB
ID:	168279   Click image for larger version

Name:	Why3.jpg
Views:	56
Size:	349.5 KB
ID:	168280  

Click image for larger version

Name:	Why4.jpg
Views:	74
Size:	399.0 KB
ID:	168281  
Devilmetal17 is offline  
Reply With Quote
Old 11-06-2015, 02:44 PM   #14
Devilmetal17
Regular Forum User
Forum Member
 
Join Date: Jul 2014
Location: France
Posts: 66
Thanks: 1
Thanked 68 Times in 35 Posts

Default How to add tattoo

I got asked how i made the tattoo.

There is two way:
1]
You get the tattoo on a .pmd/.pmx/.x file, you just have to import it with PMXEditor.
May be tricky depending on where you put it, to rig it properly.

2]
You directly draw it on the Body map/skin with Paint/Photoshop etc....
But it's a lot of trying since it won't appear the same on the model.

See the screenshot
Attached Thumbnails
Click image for larger version

Name:	Tattoo.jpg
Views:	133
Size:	336.2 KB
ID:	168282  
Devilmetal17 is offline  
Reply With Quote
Reply

Lower Navigation
Go Back   Neko-Sentai » MMD Forums » MMD Chat

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 02:57 AM.

design by: Themes by Design


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.
punch-dnaAll company, product, system names and/or company logos and marks are the registered trademarks or trademarks of their respective owners. If you are the copyright holder of any material found on this site and believe it has been used unfairly please contact one of the forum administrators.