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Published: 2018-03-19 23:50:09 +0000 UTC; Views: 194; Favourites: 2; Downloads: 9
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Description 30 frames @ 10fps from Hibikase in Blender, no facials (although that bobbing cube holds the facials anytime I want them.)

I baked the physics but I don't know what I'm doing, they don't look baked.  That weird glitch on frame 0 is where the earrings are in their default pose, then they get snatched to their proper position on frame 1.

Copying the rig at the hand, the elbow, the shoulder, the head, the top of the spine, the bottom of the spine, the foot, and the motherbone (origin).  Shoulder's probably not necessary.  Everything in between, the rig is figuring out on its own.  Not figuring out fingers though, those are just unposed, screw fingers.

Clothes demand some combination of hiding the skin underneath, fixing weights, and/or making a clothing specific rig (already made specific rig for shoes, glasses.)

Next, boob and hair physics, consider finger rig.
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Comments: 6

ToadieOdie [2018-03-20 01:39:54 +0000 UTC]

I'm liking the arm movement going on in this. It appears smooth, without that weird twisting I sometimes see the arms do. I haven't figured out why the arms do that.

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vasilnatalie In reply to ToadieOdie [2018-03-20 04:15:58 +0000 UTC]

> I haven't figured out why the arms do that.

What kind of twisting?  Depending on what you're talking about, I might be able to explain.

> It appears smooth

That might actually be because I was smart   (Or it might not be, I'm not sure, I wasn't smart enough to make sure it's doing things the right way.)  My goal with this has always been to be smart about the twist bones, so what I'm trying to do is saying, okay, here's the shoulder, here's the elbow, here's the wrist, let's figure out what twist is going to make the elbow bend in the correct axis.  So, maybe, my model is correcting for any deficiencies in the original motion.  Or, maybe, since I wasn't really thinking about that when I connected the rigs to each other, the motion is just smooth there anyways and I'm not doing anything

But also, my body has 10k verts, which is already high for MMD, and then I'm subdividing it twice for this render, making it a grand total of 160k verts, which would choke MMD.  That gives me a lot more room to smooth out any arm twist.

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ToadieOdie In reply to vasilnatalie [2018-03-21 20:07:27 +0000 UTC]

I'm talking about how sometimes you set two frames that involve arm motion and then when you hit play the in between space has the arm twisting in an unnatural direction to get to the final frame. That's what I don't understand why it happens when it does. All I know is that I then have to play around in the in between to set an additional frame to prevent that unnatural twist.

Now that you have explained that you've done some custom work with the twist bones, I'm wondering if that addressed what I've seen.

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vasilnatalie In reply to ToadieOdie [2018-03-21 23:46:54 +0000 UTC]

You mean, like it twists in the wrong direction from what it should?  MMD takes the shortest path and collapses bones angles to plus-or-minus 180.  So if you have a twist of 0 degrees, and the next registration is 190 degrees, it will go from 0 to -170 degrees-- possibly the opposite of what you wanted.

It's possible to design models in MMD to prevent this, to lock off certain angles, but it's much more trouble than it's worth.

In Blender, not too much trouble to make it work like that if you want....  The way this rig works, where it figures out twist automatically, I don't really have to worry about that.

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ToadieOdie In reply to vasilnatalie [2018-03-22 04:17:33 +0000 UTC]

Okay, that's something I'll need to pay more attention to then.

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ArtificialFleshling [2018-03-20 00:06:48 +0000 UTC]

All the Blender dailies
(All the Blender dailies)
All the Blender dailies
Tune the rig up (up)!

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