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#21 |
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Cant figure out what they want. I translated her name, but it didn't work. If you cant download it, can you let me know if the model is any good?
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#22 |
Miko hani
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Kuroyuzu Model Buy.
https://3d.nicovideo.jp/users/25049012 |
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#23 | |
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Need to use that ー in her name instead of the う to extend the vowel. Try that. The rest was correct. |
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The Following 2 Users Say Thank You to MMDisaster For This Useful Post: | back2you (06-21-2019), Mythterious (06-22-2019) |
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#24 |
Mithra Ero-Sensei
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new thread, and the past dozen or so posts moved since the thread doesn't update frequently.
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#25 |
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Recently trying my hand at trying to modify a semi-rigged model off of nicovideo that was a blend file before I exported it to pmx. Never done this before, but I want to ask if I can get some help about this. What's a good place to explain things like making facials, rigids, and stuff like that? I know about renaming bones and morphs to adjust so that MMD can read it. Its been a slow progress trying to work this.
If you want to see what model I'm talking about that I'm attempting to make my first complete MMD rig of, its this one: https://3d.nicovideo.jp/works/td55848 Last edited by QuestionableEnigma; 06-23-2019 at 03:55 PM. |
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#26 | |
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https://ecchi.iwara.tv/videos/bLzef4g5tyJ1Q4q due to his scares schedule, im not sure hes active. takuya knows both how to edit and export to mmd |
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#27 | |
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I finished up renaming all the bones, partially renamed the facial morphs, added some bones that weren't there (center, master, leg iks, etc.) and its going alright. What I want to know how to do in editor is if I can fix the rest of the model, like these points specifically: - It doesn't have eye bones. How can I add that? - The model comes out very shiny when in MMD for some reason. - How do I add rigids/physics? - The model didn't have a lower torso bone? Had three spine bones and one of them just controlled the entire skirt while also playing as the second torso bone as well? - The model came with an EX_Face for the anime expressions, but I can't get them to show up when I move the sliders for them. (like heart eyes, blush, etc.) |
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#28 | |
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Once you've got the eyes weighted the bones need to be positioned properly so that when they rotate the eye mesh doesn't clip out of the socket. Generally this position is behind and somewhat towards the centerline compared to the actual eye mesh, but every model is different and there isn't a hard rule. You just need to use TransformView and play around with the bone positions until you find a place where it doesn't clip out whichever direction you turn it in. Don't forget to make the positions of the bones symmetrical. Lastly you can make a master eye bone to control both eyes at once. The eye bones should be set as type 5 (dark blue) or type 9 (purple) and the master should be type 0 (light blue). Set the influence (Gr) parent as the master eye bone, and the Gr value controls how much the eyes are moved by it (I've seen 0.5-1 as typical values). Regarding your shininess, check the shininess value and the specular/reflective color in the Materials tab. If the spec. color is maxed out at 1-1-1, reflections are very bright. Also check if the model is using sphere files and if they're properly set as additive or multiplicative. Additive sphere files should be very dark gray, almost black; lighter-colored spheres are multiplicative. Adding rigid bodies is super easy. Select the bones you want to add bodies to, go to Edit in the view window, Bone (B), and go to the section with five options. The second creates a fixed rigid body for that bone, the third creates a physics-dependent rigid body, the fourth creates a joint, and the fifth creates a rigid body and a joint integrated together. There's also a plugin that can do this. The hard part is making the physics work. Use the Rigid body tab to resize and reshape your bodies as necessary; for mass and friction coefficients I recommend you study a similar finished model and use the same mass and damping settings they use. Same goes for the rotation settings in the joints. Then work from there and play around with them until things move the way you want. Remember every joint has to be connected to two rigid bodies or MMD will crash when you load the model. Models that come from outside MMD tend to not use the same naming system so they don't have defined upper/lower body bones. I'd just use the lowest one as the lower body and the others as the upper bodies (there shouldn't be more than 3 or 4). You might have to do some re-weighting. Is the EX face a separate mesh? You can check by using the box in the Viewer that lets you select different materials. Click the button that displays the morphs, then select the morph you're trying to make work to see what vertices are affected by it. If they're supposed to move but they're not, use the Expression tab to manually edit the morph. If it's a UV morph I recommend using the UV Editor plugin to fix it. The UV values for the model in MMD might be reversed or mirrored compared to the original program. One last thing: If it came from another program the model probably doesn't have a groove, waist or arm twist bones. The Semi-Standard Bones plugin is an easy way to add those to the model, although the arm twists will probably need to be tweaked. |
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#29 | |
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#30 | |
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You might have to duplicate the face mesh and make a version exclusively for the EX face to use the blush and forehead shading, depending on how it's mapped. Make sure there isn't an otherwise-invisible mesh that's supposed to be mapped to them. I'd probably still give it a slight specular color or it won't reflect light at all, most models have this value set at 0.1-0.1-0.1 to 0.15. The eye color thing is a UV morph so if you need to fix or adjust it use the UV Editor plugin or you won't even be able to see what you're doing. The eye bones are probably going to take the most time. It takes 30 seconds to make the actual bones, the hard part is going to be properly positioning them. |
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#31 |
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#32 | |
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It's probably more easy to describe what I'm saying with a picture. Yellow arrows pointing at the eye bones, blue arrows pointing at the centers of the eye meshes. View is from directly above. |
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#33 |
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Progress has been smooth. Doing this is definitely agreeable to being easy, but tedious. Bones finished renaming. Bones added to complete the rig of anything it was missing. Got the facial morphs renamed for the most part. Physics and joints are going soundly. Apart from not making the eye bones yet, I still have a few more inquiries.
- Fingers were rigged somewhat funny, it's difficult to angle them right without having something alike to the morph edit reflect to see the changes in transform view. - I wanted to complete the facial expression set by adding a frown and blink. The normal blink not smile blink. Working with this model's eyes is... troublesome. (Yea... declaring making facials with pinpointing vertexes at specific points is a trial right now. Glad I only need to do frown and normal blink. I do have the frown done, but the bottom lip is a little bit jagged. Gonna have to come back to that.) - Still figuring out to convert the bottom spine to be lower body. Like weighting? I haven't touched that yet so I don't know of how that's going to work. Hair and skirt physics are going okay with the reference I'm using. Though the hair are clashing a bit with each other, might get another ref to get them not to collide into each other in a sizable distance. When I get it into an enough of a feasible rig, I'll throw it here for others to spot check it and use. While I was figuring out making facials work, I found a small sphere within the head... not sure what that is... might be part of the EX_Face. The EX_Face mesh... thing is apparently a weird thing that's invisible and you only see a little bit of a silhouette of the face if you turn the camera at an angle. Here's screenshot of my progress. |
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#34 | |
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I'm not sure if that type of eye [from the pic] is ever properly rigged. they look weird from certain angles as if they go inward rather than being round. >When I get it into an enough of a feasible rig, I'll throw it here for others to spot check it and use this might sound like a waste of time, but usually unnoticed kinks gets picked up after redoing everything again. we can do only surface level check up, but the nitty gritty of the problems surface when you're doing a full project. only comfort I can give you is every redo is usually faster than the last. |
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#35 | ||||
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#36 | ||||
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#37 | |||
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#38 |
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So, I have a question for all you self taught MMD creators. Has anyone tried setting up a model with these?
https://www.youtube.com/watch?v=Xs0z...Q&index=2&t=0s It looks like a really neat concept. |
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#39 |
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not to sound like a snoby elitist, but turning other body parts other than the legs to ik is nothing new.
its kinda useless unless you make your own motions though |
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#40 |
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Some of the newer models have master finger rotation bones that let you move the whole finger or even all five at once for easy grips without having to set up an IK. The model has to have the extra bones for it but it makes use easier and you don't have to worry about the IKs causing weird shit to happen.
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