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SteelDollS — A Method For Fixing MMD Motions (Tutorial) by-nc-sa

#3d #kaito #mmd #software #tutorial #vocaloid #mikumikudance #hzeo #help
Published: 2016-12-01 19:59:15 +0000 UTC; Views: 22960; Favourites: 213; Downloads: 115
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Description A method I use for batch correcting certain bone issues by using the "multiply of bone frame position angle" tool on targeted bones for portions of a motion, and using the bone/frame manipulation, Sel-bone & range-sel items to isolate frames.

This method saves me hours of editing things manually and it produces a better, less shaky result that's truer to the original than single frame manual correction, to boot. No more hands going through boobs for me! lol... unless it slips past my notice and I don't see it in time of course lol

It's a little hard to describe/explain, but easy to do, once you get the idea of bones existing on the x,y,z axis. Hope it helps other beginners! ^^ If you have any questions or additions, please say so in the comments!

Thanks to the friends and teachers who have taught me so much so far! I really appreciate you!




Credits:

hzeo Kaito model - edited by
Crybaby motion - by (miyukiohayashi.deviantart.com/… ) (This motion is beautiful btw )







[edit]:

Here is an additional, abbreviated text version of the above picture tutorial, it may be helpful:

1) Load your model in MMD, load the motion on your model. Go to camera view and load the camera.

2) Make sure you are still on camera view. Preview the motion to find glitches like hands passing through boobs. Find where the glitch is the worst. (I find that breaking the motion's preview up into pieces of 100-200 frames at a time helps me figure out where problems are happening quicker than clicking through frame by frame.) Determine in frame numbers where the glitch starts and stops. This is the target area. Write down the frame number (ie hands going through the body) starts and the frame number the problem stops. You'll use these numbers in the next step to fix the problem.

3) This step is complicated to describe but is easy to do once you get it. First, switch from "camera" to model so you can select the model's bones. Figure out what bone needs to be adjusted to fix the problem and click on that bone to select it. The bone should "highlight" in red when selected. (You don't register the bone. Just click it so it's selected.)

In the frame manipulation panel, make sure you're on "Sel Bone" in the dropdown menu so only the bone you have selected will have its angle corrected. Before continuing, click anywhere in the frame manipulation panel that's empty/has no diamonds. (All red "diamonds" should now be turned grey, which means nothing you don't want is selected, once you've done this.)

Then, in the range-sel" boxes, enter the range numbers of what frames in the motion you are targeting to fix (written down in Step 2). Hit the button that says "range-sel" to highlight all diamonds for the bone you have selected within the target range. Do not hit register. Do not do anything. Just continue to step 4.

4) Click "Edit" dropdown menu that is at the top of MMD. Click "multiply of bone frame position-angle(_key)" choice. You will pop up a dialogue window (shown above in the tutorial.) We will be using the lower section- the "angle" section, to modify bone position angle, to fix the motion where it has the problem. (FYI: The "bone place" section will rip the bones out of their sockets; you don't want this for this kind of problem; you want to adjust "angle" instead, like with posing.)

5) Figure out which angle you need to change to fix the problem. (ctrl+z usually undoes the last action if you mess up.)

All points in MMD including bones are done on an x,y,z axis, where x is right-left, y is up-down, and z is close-far away. Which does what depends mostly on the point of origin/motherbone and how it is facing, so you may have to figure out what angle(s) you need to adjust to fix the problem to figure out your orientation.

If you're not sure which axis angle to change, try mimicking the action of the model with your own body- if you move your arm, is it going "away" from you (z axis), to the right or left (x axis) or up and down (y axis)? Sometimes you have to adjust a couple different things, but the less adjusting you have to do, the better. Once you have an idea of what will fix the problem, insert a fraction/number in the correct angle slot and hit "ok" to see what the changes being made are.  It's a little complicated until you figure out what you're doing, so play around with it when you're not in a time crunch and you'll see how it works pretty well.

When you are satisfied with the result, do not hit register. It does that for you automatically when you use this method.

6) Final step: If what you did looks like you fixed the problem, then go back to camera view and preview the corrected motion again to make sure it's all set and looks good. If it needs further adjustments, go back to model view and either hit ctrl+z to undo the last bone angle change you applied, or fiddle with it some more until you are happy, then preview it again, until you are completely happy and everything is fixed.

This is a method for if you have multiple frames to correct where it would be incredibly time consuming to do it frame by frame, and when done correctly, quickly gives a homogeneous corrected result that is true to the original motion that needed correcting.


 
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Comments: 33

squiddy-aj [2024-08-06 04:13:33 +0000 UTC]

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Roharuel [2023-12-31 14:24:30 +0000 UTC]

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Narmyn [2023-02-07 15:28:57 +0000 UTC]

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AkuenJeru [2017-05-28 03:10:06 +0000 UTC]

I need help, you seem to know how to fix glitches. But say I load in motion data for a certain model of mine, he does this:
gyazo.com/cedb0a94143732e5be70…
I don't know why he does that, it still does the motion but the legs are completely f****d up!!! Do you know why?

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SteelDollS In reply to AkuenJeru [2017-05-28 06:45:16 +0000 UTC]

It's hard to say without looking at the model file for sure, but it seems to me like the legs maybe don't have the correct parent bone(s) assigned. It might be fixed by correcting the parent bones designated for the legs in the bone tab (assuming that's the issue and the only issue.)

Do you know how to check the bone structure and the parent bones on your model?

Yeah. I know how frustrating it is when a model you worked hard on does weird ass glitches! I hope this helps you. Let me know.

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rira-lelu [2017-01-17 02:16:51 +0000 UTC]

Thankyou thankyou so much for this!!! This was so helpful!

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SteelDollS In reply to rira-lelu [2017-01-17 03:52:52 +0000 UTC]

That makes me so happy! Thanks, I am glad you found useful! ^^

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rira-lelu In reply to SteelDollS [2017-01-18 01:42:14 +0000 UTC]

Its very useful, I use to manually correct every single frame! I never saved those files or anything either, just couldn't stand the clipping errors

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SteelDollS In reply to rira-lelu [2017-01-18 02:29:39 +0000 UTC]

Me too haha ;w;
It's why I really wanted to figure out how to do this before I even knew it was possible.

There is a catch to fixing this way if the motion is one of those where all bones are registered on every frame, though. For those, you have to clear a few frames of the bone's angle before and after the targeted frames, otherwise the fix will be too sudden.

It makes me really happy that others found this useful! It drove me nuts before because doing it by individual frame just didn't look as good when I did it, because I'm bad at it haha

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PhantomPhan14 [2016-12-02 08:52:20 +0000 UTC]

Huh.  I've only ever used the multiply position function to fix camera data. An interesting way to handle the problem. Personally I just find the frame range where the issue happens, find the individual frames where the bone is registered in that range, adjust the bone, and re-register. I find it much simpler. This is better for batches of frames though. Especially useful for busty models. Thank you!

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SteelDollS In reply to PhantomPhan14 [2016-12-02 15:56:33 +0000 UTC]

To fix/adjust camera data, it's a similar process- though usually for that, I just "select all camera frame(C)" in the edit menu and apply it to the entire camera motion, instead of targeting specific sections like I now do for motions. It took me this long to figure this out lol :-D

But for camera angle correction, you use "multiply of camera-frame position-angle(G)" instead of "multiply of bone frame position-angle(R_key)" to make the change, right? ^^

And yeah, while you can use this for single frame glitches, the main reason/main time I use it, is to avoid doing manual correction on multiple frames. I used to do that on everything and it took hours. And then I was still never happy with the result, so it was insult to injury. :'D

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gallagher101 [2016-12-02 07:27:12 +0000 UTC]

Nice job. You just taught me something new! Sweet, no more self impalement or hours of correction for me!

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SteelDollS In reply to gallagher101 [2016-12-02 15:58:16 +0000 UTC]

YEEE xD I got praised! XDDD And I was helpful?! XD Thanks!

And that mental image is too relatable.

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gallagher101 In reply to SteelDollS [2016-12-02 20:43:37 +0000 UTC]

Seriously, It would be hours of corrections, painstaking matching the movement so it still looked fluid all while taking care of the kids... Seriously, thank you!

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SteelDollS In reply to gallagher101 [2016-12-05 19:18:23 +0000 UTC]

Sometimes I come across a motion where literally every frame has all bones registered. And that is where it's a pain to fix stuff hahaha :'D

You can use this technique on stuff like that too, but at the beginning of the transition and the end of the transition, sometimes you have to pay close attention, so the adjustment doesn't look too abrupt.

Honestly, I don't know how you get any of the enormous amount of work you get done while taking care of the kids. Maybe the fact that they're good kids helps, but I suspect there's a supermom element going on there lol xD

If you figure out any other uses or complications with the application, I'd be interested to hear/learn them. I only just figured this out myself, so I'm sure it's going to be just as much a learning process for me as everything else is.

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gallagher101 In reply to SteelDollS [2016-12-05 21:56:27 +0000 UTC]

Ack, I hate it when I find those, but at the same time the motion looks soooooo good that I have to use it.

I'll be using it soon. I have new vid I'm working... as well as several I have to post.. I just hate posting a vid with out a cover for it lol.

*as deep and gravely a voice as I can manage* I'm Batman.

Most certainly will dearie!

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SteelDollS In reply to gallagher101 [2016-12-06 05:09:05 +0000 UTC]

Yeah, every time I do a MMD thing and it doesn't have a cover it just feels... :/

 
...

*instantly wonders if there are batman parts for MMD models* ._.

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gallagher101 In reply to SteelDollS [2016-12-06 06:37:30 +0000 UTC]

I'm sure there are somewhere... I've found quite a few Marvel ports, as I can only imagine there's some for Batman... So many "wonderful toys" as Joker would say. (To me Jack Nicholson will always be the best Joker.)

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SteelDollS In reply to gallagher101 [2016-12-07 02:19:40 +0000 UTC]

Seconded. ^^

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gallagher101 In reply to SteelDollS [2016-12-07 06:05:01 +0000 UTC]

Don't get me wrong, Heath Ledger did a fantastic job catching the pure insanity of the Joker, but he missed on the brilliance IMO. Jack caught both in a perfect amount... Like wise Michael Keaton will always be the best Batman... even if he can't turn his head lol (totally not biased to Tim Burton... who am I kidding of course I am lol)

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SteelDollS In reply to gallagher101 [2016-12-07 18:42:49 +0000 UTC]

Heath Ledger did a great job on the role, but the role wasn't cast as having any actual humor, which I think it paramount to playing the Joker successfully. It was very crusty instead, and just dark and insane, but not funny.

(Incidentally, I'll admit I secretly kind of love the original animated series, not just the movies or the adorakably amusing early Batman picture medias.)

And dude. Batman not being able to turn his head actually kind of worked for Keaton's portrayal. It gave an impression of stiffness; like the kind you feel when someone turns and looks really slowly at you, and you're like, "...oh. ...shit."

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gallagher101 In reply to SteelDollS [2016-12-07 20:20:12 +0000 UTC]

No one has quite captured Bruce Wayne quite the way that Keaton did. It's either been they caught Bruce Wayne perfectly OR they caught Batman perfectly. Keaton did both. The perfect mix of awkward/brooding/eccentric, and he did it without a shark bomb lol

I agree, no humor was written into Heath Ledger's Joker. Jack's was insane, but still brilliant and funny.

Who doesn't love the original animated series? And c'mon, Mark Hamel as the Joker? Epic Sauce!

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SteelDollS In reply to gallagher101 [2016-12-07 22:05:39 +0000 UTC]

To be honest, I'll always love the original animated series for the voice talent of the original Harley Quinn, and the Joker was a perfect mix of funny and wtf sauce I'm not good at the names of the actors, but their voices and styles are imprinted on me.

I think you got it in a nutshell how the different Bruce Wayne/Batman actors have been so far through the years. Some of them hit Batman head on, some hit Bruce Wayne, some fail completely, but pretty much never does an actor manage to portray both.

Then again, I guess that's what the comics are for. Too bad I was never allowed comics as a kid lol; instead I settle for what little's available. I do have to say that recently, Marvel has been doing some kick-ass movies based on its comics though.

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MarinKoi [2016-12-01 23:29:43 +0000 UTC]

I can correct motions, but I'm reading anyway to see if I could learn something more..... warning I'm going to be honest and a little blunt, it's been over 2 hours I'm trying to read it and I'm still in the middle and it's kinda confusing. ;-; if it was another person's tutorial I would have gave up already and search for something faster/easier, but I'm stubborn and want to read it until the end so... yeah... ;-;

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SteelDollS In reply to MarinKoi [2016-12-01 23:47:02 +0000 UTC]

The point of this method is to know a way of fixing multiple frames at once. So that if you have a hundred frames you need fixed in a motion, you only have to apply ONE correction to get your model's arms out from the inside of its boobies for ALL hundred frames. As an example. Sometimes the boobs are fine and it's another thing that has to get fixed lol

Yes. It is hard to explain properly, so definitely tell me where I lost you, and I'll see if I can help explain a different way! Thanks for not giving up on me. I'm really happy you told me that I lost you somewhere.

The picture part of this tutorial is a lot about "why", and not just about "how". But you already understand "why"; you're good at the x,y,z axis and I know it. So you probably got lost while waiting for the "how." Tell me where I lost you.

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MarinKoi In reply to SteelDollS [2016-12-02 06:04:26 +0000 UTC]

tbh I think I lost myself and my parts all around the big picture with wall of letters.... sometimes I wish the whole world spoke Portuguese....
that's it I'm totally going to make English/Portuguese/Spanish tutorials when I can :')

ahh thanks for the compliment- ;u; I think-- >//< nvm don't compliment me lol but thanks idk :T wut even don't mind me

I probably got lost around 2-4, I think one of the things that made it harder to follow was the colours, I couldn't notice there was an arrow saying the number of the step until I reached step 4 because it was white and black like the background. Also that's probably why I got a little confused about the sequence I should be reading I kinda mixed everything , and, I think that some extra details and repetitions made me zone out.... maybe, the text is full/complete and explains a lot, but, sometimes the picture already complements the text and you don't need to repeat it in text form.... like location of things- also, I didn't know what you meant by "diamonds" until part 3, I kept trying to find something that looked like an actual "diamond" lol, but after step 5 and in the final I could understand better thanks ^^
actually, I'm starting to think that my mom and my stepfather's son listening to metal music when I was trying to learn probably influenced my concentration levels x.x
Tomorrow I shall put Japanese songs in this house before they do that again lol
that is... if I manage to wake up- it's 4am sorry if I wrote something nonsense

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SteelDollS In reply to MarinKoi [2016-12-02 15:48:15 +0000 UTC]

I really appreciate the feedback. I take it as a compliment when you spend the time to actually give me feedback and an opportunity to try to make a thing better! Being frustrated while learning sucks monkey butt, so anything I can fix to make it easier to figure out, is worth the effort. I do tend to overuse words when I'm trying to explain stuff, so that's one of my problems.

I utterly didn't consider the fact that when text is embedded in an image, it's ridiculously hard to translate it. Do you think a partial solution might be adding the text into the description box? That way, it could be copy/pasted and then run through a translator more easily. Or maybe it'd be redundant. :/ Thoughts?

The colors were actually very much on purpose. I wanted to be able to match tic-tac sized pieces of information to the location the thing is at, and have it be visually different than the main directions. Sort of like, "here's a hint that explains a thing about this thing." So, the colors are for the sake of color matching, so that it's visually clear what piece of information goes with what thing, and that those pieces of information are not part of the main steps. It's challenging to think of a way to do that on a screenshot where there's a lot of other stuff going on.

Because this method of correcting motions requires skills using a combination of areas in the editor that were hard for me to take in as a beginner. I always found it challenging to know where to "look" for a thing, and it gave me enormous frustration. To be honest, this tutorial is kind of for an advanced technique, though beginners can do it, and it can save a lot of time. But it's hard to get one's head around it unless you know all the supporting reasons things work.

With the "diamonds" thing, maybe if I go back to the first panel and put the word in, where the arrow is pointing at the diamond would be a good addition, so it's more clear. That makes sense to me, too. If you can think of any other corrections, I'll try to do them, too. Let me know your thoughts, ok?

After all, I'm sure if something's confusing for you, it's definitely confusing for other people. So it's good to correct if possible.

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MarinKoi In reply to SteelDollS [2016-12-03 06:49:50 +0000 UTC]

wow    such hour
                        so late
           very sleepy
time pls                            wow
             much words      reply tomorrow
can't think

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SteelDollS In reply to MarinKoi [2016-12-05 19:20:27 +0000 UTC]

Sounds like my life.

/returns to cozy hole to hibernate  

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Shadow--Legacy [2016-12-01 20:55:35 +0000 UTC]

Gotta save this one so that I can use it for future videos ; W ;

A MILLION THANKS FOR THIS MAH DEAR <3 <3 <3 <3 <3 <3 <3 <3

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SteelDollS In reply to Shadow--Legacy [2016-12-01 21:05:09 +0000 UTC]

SCREEEE!  

Unexpectedly I was useful?! to someone who's taught me SO MUCH!    
Thanks!    

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Shadow--Legacy In reply to SteelDollS [2016-12-01 21:06:14 +0000 UTC]

Even the teacher can learn from the student... if that makes sense lol XDDDDDDDDDDDDD

It's more than nice if we can teach each others ne? ^^

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SteelDollS In reply to Shadow--Legacy [2016-12-01 21:07:47 +0000 UTC]

Yes! XD

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