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vasilnatalie — One skeleton, one pose, three interpretations by

#blender #bones #deformation #mmd #rigging #mikumikudance #pmxe
Published: 2016-08-29 15:59:14 +0000 UTC; Views: 499; Favourites: 0; Downloads: 7
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Description Same skeleton, all three pics; same pose (default).

Ran into PMXE/MMD disagreement about deformation.  Tuned for MMD, of course, but it will make it a pain in the ass to do further editing.  Have to do some correction to the hand; I'm just disabling the automatic toe for now, because it's not that important.  Got the rest of everything working in MMD.  At the expense of it working in PMXE, of course. No it wasn't, it's not right.

This is largely about bone order and deformation tier.  I don't really understand deformation tier.  I only understand it enough to have a vague idea of when I need to increment it, and on what.  Thankfully, that intuition was enough here.

Pulled up the same skeleton on Blender just out of curiosity.  Yup: third interpretation.

I guess this is just what happens when you head off into new territory.  You run into monsters.

www.mediafire.com/download/pk2…

Edit: Tried in MMM, again, just out of curiosity.  Gives me the MMD pose.  Congratulations MMM.  Pretty good for reverse engineering.  (Now if only you were open source...)

Edit2: Got it working via deform tier.  Including the autotoe.  Next, need to figure out the hand.  It's kind of tricky; I need to separate out the twist from the elbow, forearm twist, and wrist, subtract the twist that I've applied to the elbow by rotating the upper arm twist, and apply that as twist, probably only to the forearm, but maybe a little bit to the wrist...
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Comments: 1

Hogarth-MMD [2016-09-02 13:41:56 +0000 UTC]

Maybe deform hier (hierarchy) gives control over the order in which bones or bone relationships are solved(?). That is just a wild guess, though.

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