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Old 09-04-2020, 07:28 PM   #381
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Joints hook up to rigid bodies, not bones. So yes, you're going to need to establish rigid bodies tied to those bones before you can connect the joints.

There are models that have master finger rotation bones that can control them all for a grip function. I would study one of those to see how it's set up, I believe it involves Rotation+.
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Old 09-05-2020, 12:41 AM   #382
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Originally Posted by MMDisaster View Post
1 MMD unit = 8 cm. Miku (Maekawa, whom I assume you refer to)'s official height is 152 cm so assuming her feet bottoms are at 0 the top of her head should go to exactly 19. Of course you have a little wiggle room depending on her hairstyle. If she's wearing heels, measure from the height of the bottom of the back of her feet. (If it's Hatsune you meant, it should be 19.75 as she's 158 cm.
Wow, rude, did you just assume my Miku?

I did actually mean Hatsune Miku and at the risk of becoming a kissass, I've long since memorised and applied your tip about MMD units - it's the fact that one can't be sure whether or not that 158cm official figure is from the base of the heel or not is what was bothering me. Especially considering Yu Higuchi or whatever is just some random bloke programmer who made MMD, and not whoever made her character at Cypton, so measuring the model packaged with mmd is of little benefit in clarifying. For the time being, I'm just going to keep optimistically assuming that's the nude measurement they've given and not have to change anything by a tiny amount.

QE, it's well worth it to keep learning Blender, it removes the trial and error and timesinking of pmxeditor for a lot of things once you get past the UI. What it doesn't really help with, are physics and morphs other than vertex morphs, which are more convenient to make, edit and preview in pmxeditor. If you wanted to separate the fingers, and they were already rigged to one bone, you could quite easily copy the group three times, remove the superfluous weights, add new finger bones, and rename them all to match. Be aware, though, that pose mode is not the same as edit mode for the armature. Edit mode is for editing the bones, pose mode will let you make the model stand funny. It's less than a five minute job when you're used to the UI, but in pmxeditor, it'd probably take god knows how long of work arounds and sacrifices to Yu Higuchi and the guy from crypton media responsible for measuring Hatsune Miku.

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Old 09-05-2020, 01:04 AM   #383
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Wow, rude, did you just assume my Miku?

I did actually mean Hatsune Miku and at the risk of becoming a kissass, I've long since memorised and applied your tip about MMD units - it's the fact that one can't be sure whether or not that 158cm official figure is from the base of the heel or not is what was bothering me. Especially considering Yu Higuchi or whatever is just some random bloke programmer who made MMD, and not whoever made her character at Cypton, so measuring the model packaged with mmd is of little benefit in clarifying. For the time being, I'm just going to keep optimistically assuming that's the nude measurement they've given and not have to change anything by a tiny amount.

QE, it's well worth it to keep learning Blender, it removes the trial and error and timesinking of pmxeditor for a lot of things once you get past the UI. What it doesn't really help with, are physics and morphs other than vertex morphs, which are more convenient to make, edit and preview in pmxeditor. If you wanted to separate the fingers, and they were already rigged to one bone, you could quite easily copy the group three times, remove the superfluous weights, add new finger bones, and rename them all to match. Be aware, though, that pose mode is not the same as edit mode for the armature. Edit mode is for editing the bones, pose mode will let you make the model stand funny. It's less than a five minute job when you're used to the UI, but in pmxeditor, it'd probably take god knows how long of work arounds and sacrifices to Yu Higuchi and the guy from crypton media responsible for measuring Hatsune Miku.
Well, you did say in an earlier post you were going to do Idolmaster edits, and this is the first time I've ever seen you working with a Vocaloid model :P

You could always refer to Kurauchi's Miku model since she and Haruka are the exact same height (158 cm). He made her just a TINY smidge taller than 158 (it's like 158.9 to the top middle of her hair), even controlling for the fact that she's wearing shoes, but she's pretty damn close.

Also at the risk of this turning into a circlejerk you've helped me with so many models I should be the one asskissing.
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Old 09-05-2020, 01:22 AM   #384
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Well, you did say in an earlier post you were going to do Idolmaster edits, and this is the first time I've ever seen you working with a Vocaloid model :P
I did, and I still intend to do so eventually. Honestly, though, I barely care about the height trivia, I just felt uneasy at having to discuss MMD in devianrtart or elsewhere and suddenly felt as though I just had to say something to keep the thread bumped. As for Kurauchi's Miku, it's the same problem - how would he know the truth? He made a stylised MMD model, but he hasn't the real numbers. I could take that as the height, or I could measure the older official drawings and work it out there, but it's a lot of fuss over a few centimeters, and I don't really think, despite what I said yesterday, that anyone is going to notice it. Even if two characters are off slightly, it's not going to be as though a 6 foot 1 character and a 6 foot 2 character look as disparate as 4 foot 1 manlet and 6 foot 4 turbochad of chads pair. An error range of 1~2% (zettai heelouki?) is not going to lose me any sleep, although it would be nice to have true and unambiguous measurements. We've had a similar conversation here before, I'm sure, about sources of height being all over the place.

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Also at the risk of this turning into a circlejerk you've helped me with so many models I should be the one asskissing.
You're too kind, it's been like a year since I've done anything proper MMD here.

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Old 09-07-2020, 12:00 AM   #385
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http://tstorage.info/ifj500i8vspr
http://tstorage.info/ia6jy3xey7u6
http://tstorage.info/obpdseh57f61

As Hoovy would say, it was long trip.

Updated set is uploaded, replacing my old set from 2017. 80 total models now in it, no further update planned as all mainline Idolmaster characters are in there and how I want them to be.
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Old 09-08-2020, 12:06 PM   #386
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Got the model complete as much as I wanted it. Thought I was gonna have a hard time figuring out the hair and the tail, when I found out more easier shortcuts in the editor menu compared to painfully doing it manually. I'm currently half-okay with leaving the fingers as they are, but I can get to that at some other point. The one thing that's bothering me however is the eyes. Since it's a 2D texture image, when you turn it to face a direction you can see behind it, being an empty gap of space if you rotate it too far. A simple temporary remedy I made was just make the two separate eye bones have move so I can adjust whenever possible by pulling it back a little bit and or when the occasion happens when the eyes will clip out of the head, but is there a way where I can limit how far the eye can turn so if it hits that point it won't exceed it and you won't have to notice the blank gap?
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Old 09-08-2020, 07:34 PM   #387
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I don't think you can limit bone rotation by anything other than joints and physics. Every model I've ever seen can flip its eyes 180 degrees. Usually what is done to solve this issue is:

(1) Have the mesh for each eye be separate from the white behind it. The white can then be given some concave curvature so that it wraps around forwards and encloses the eyes right up to the edge of the skin.

(2) Give the mesh of the eyes themselves some curvature; the middle should bend outwards and forwards (in other words it should be convex). Then the mesh won't look flat when the eye is turned.

(3) Depending on where the eye bones are positioned compared to the mesh, it will affect how much the eyes turn when the bones turn. This will fix the clipping out of the head when turned.

(4) Making a morph that moves the eyes backwards further into the head will give it the illusion that the eyes are always looking towards the camera.
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Old 09-09-2020, 01:04 AM   #388
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Normally, by the time your eye ovals clip slightly with the head in an extreme rotation, they should be hidden from view, or the eye socket should be deepened to accomodate them - something which you could do in pmxeditor by selecting the offending vertices and moving them in the Y axis and eyeballing the change in transform view with your eyes posed. I would only do this if I was sure the clipping wasn't caused by the eye bone placement being thrown off by edits made to the face.

You could also make your eyes into literal eyeball meshes. They won't clip at extemes, but it's more time consuming to UV and texture hemispheres than ovals floating in sockets, and you would also need to systematically edit your old eye morphs, which would otherwise clip with the eyes.
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Old 09-12-2020, 09:46 AM   #389
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I was wondering if someone would be willing to extract some mqo files and convert them to pmx files for me so I could use them on MMD.


I tried doing it once before but honestly had no luck since I was too busy with work putting in gobs of OT and didn't have the time or energy to teach myself how to use blender. Plus my comp died and I lost half my MMD files along with the copy of blender that i had (not that I ever figured out how to use the blasted thing)


Anyway, enough of the sob-story (sorry, didn't mean to throw a self-pity party). I would be grateful if somebody could help me out with this


-----------------------

EDIT: Ah, I forgot to mention this earlier, but this is the "body-chan" file that was released by Nakao
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Old 09-18-2020, 01:20 AM   #390
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I tried, but while I could get it to import into blender I couldn't get it to export out, MMDTools refused to recognize it.

Couple of things I was wondering:

- Is there a rip of models from Azur Lane Crosswave yet?
- A Gmod movie I saw a few years ago had a Kim Jong model in it and I could use it for the movie I'm currently making. Has anyone ever seen one for MMD?
- I found a model rip some guys did of the Megaman X mobile game. They're all in .fbx format so they need converting but I could point anyone interested at the download.
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Old 09-18-2020, 07:36 PM   #391
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I tried, but while I could get it to import into blender I couldn't get it to export out, MMDTools refused to recognize it.
Aww, oh well. Thanks for trying
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