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Published: 2012-07-07 18:41:44 +0000 UTC; Views: 43404; Favourites: 623; Downloads: 2698
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Description
Updates Log12th August 2012
Updated tutorial with information on the command windows in PMX; where to find the create physics and joints command and included a quick run down of the tabs in PMX as well.
I hope to be able to get better at using PMX Editor so I can try and do a tutorial where it focuses more on the PMX version of the editor. However, much of the process is the same. PMX users just have the advantage of being able to select the option of making "Static Physics" and/or "Physical Physics" without the need of changing it in the Physics Tab.
I hope that this will help more people, and thank you to the ones who have downloaded and viewed this tutorial. I am glad that it was helpful to you (if it was which I hope it was).
14th July 2012
Fixed and corrected title.
Updated Contents Page, now has page numbers.
Added a section on the differences between Static Physics and Physical Physics.
Comments
I decided to make a Physics and Joints tutorial - which focuses more on the joint side due to the fact that many people seem to struggle with them. I actually started this last weekend and just finished it today.
I hope that this is useful to at least someone ^^ . I may add and revamp a few parts later on.
This is also my first tutorial for PMDeditor so....it might be a little bit iffy in places. However, it does require basic knowlege of PMDeditor's controls and where things are. Sorry if it gets a bit wordy.
Downloads
You can download the PDF file over there it should be under add to faves------->
And here is a download to both Miku's model files showing the joints and physics process, along with the pictures used in this tutorial - in case you can't see them; [link]
Extra Note
Oh and until Isay otherwise, my name will always be Butterfly/yesbutterfly. If it says anything else, its a lie. My real name is Gladys. 8|
Program's used
MikuMikuDance 7.39 and PMDeditor Limited English Version 2
Texture used in preview image is from here; [link]
Credits go to 3DCG, ETO, ~MMDFakewings18 , *HousekineMinto and :Amiamy111:, whose parts that I used in this tutorial. And also to Animasa for their default model which is also used for most of this tutorial.
Please enjoy the crappy tutorial.
Other Tutorials
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Comments: 171
Hells-Maid [2013-04-26 22:56:02 +0000 UTC]
okay i still dont understand how to add or delete that may be because i have pmx so all of it is korean/chinese/japanese ...:/
this did help a bit on the whole how to show them but after that you lost me fully... :I
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puff-mmd [2013-04-10 00:22:06 +0000 UTC]
Haah, thank you so much for this~
I can now add physics back to my models after I mess them up and have to delete them~
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ryukotezuka In reply to ??? [2013-03-15 23:46:06 +0000 UTC]
hi, um... i need some help... so i found this luka base, but she had no clothes, so a decided to take kio luka's cloths off kio luka and put them on the luka base, but when i think im done editing the luka base, and try her out on mmd, her skirt goes mongalated, and its lik her clothes are only attached to the luka base by the centre bone, and everything is lke stiff....can you tell me what your think is wrong? thank you so much. your tutorial was very helpful for my other models btw
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eycsnow [2013-01-15 01:26:29 +0000 UTC]
Is there a way to edit .pmx physics in MMD? It's handy for last minute changes, so I'd love to know... ^w^
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kochmann799 In reply to ??? [2013-01-11 23:12:00 +0000 UTC]
2nd joint option actually adds joints and physics at once
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azngirlLH [2013-01-04 21:48:30 +0000 UTC]
Very excellent tutorial, thank you so much for creating this.
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Kurochi-Aka-Chan [2012-12-29 12:29:43 +0000 UTC]
Thank you a lot!! Now I understand how to make it!
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AruoraOkami In reply to ??? [2012-12-23 02:30:03 +0000 UTC]
I'm just wonderin' but where is the resource to get PMDeditor? I'm a bit lost and can't find a reliable scource.Sorry if you stated the answer already.
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EmeraldTahWolf In reply to ??? [2012-12-08 19:39:10 +0000 UTC]
I have a question. I have extended a dress and when I use the model in MMD her dress floats up and all over the place. There is nothing there on the bottom part of dress (the part I extended) So im confused on how I make a bone or a joint. There is nothing to click to move bottom part of dress. I have no idea what to do >_< Here is link: [link]
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OceanR1 In reply to ??? [2012-12-02 18:28:33 +0000 UTC]
thanks this helps I'm new to PMD Editor, I can only do basic things and I have models I'm trying to rig and fix.
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mmdyesbutterfly In reply to OceanR1 [2012-12-02 18:56:36 +0000 UTC]
No problem~ I'm glad its helped you~ I hate rigging. Apparently its easier than making physics but...I find making physics easier to be honest.
But I do also have a tutorial on rigging in my gallery as well if it will help you; [link] . Its kinda basic in some areas but it might help?
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OceanR1 In reply to mmdyesbutterfly [2012-12-02 19:41:30 +0000 UTC]
yeah i'll have a look I'm sure they will help in some way
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Devious-Bunny [2012-11-28 17:41:29 +0000 UTC]
I really wish I saw this a year ago, it's exactly what I needed. Still, it's reassuring to have things I thought were true to be confirmed. XD
If anyone asks me to explain physics, I'll just link them here.
It would've been nice if you did know about the numbers that control how the physics move, because those are the only parts I'm not completely sure of. :P
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mmdyesbutterfly In reply to Devious-Bunny [2012-11-28 22:04:38 +0000 UTC]
Better late than ever I guess x'D
Okay~ I also have some stuff in my gallery on bones and weighting if that will help people as well~ And I'm glad its helped you to confirm things~ x3
Hmmm...well from looking at different numbers found on various model physics I believe that higher the number the more 'heavy' a physics is e.g. 9, while a 'lighter' physic is a lower number e.g. 0.98.
So....explained slightly differently; if you have clothes on a model that are 'heavier' then you put a higher number for the physic. Whereas if the clothes are lighter the number would be lower.
Getting the right number requires experimentation though I'm afraid...I think. Sorry for not being able to give an absolute answer But you're just going to have to find out which physics work best for your models.
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Devious-Bunny In reply to mmdyesbutterfly [2012-11-29 01:29:44 +0000 UTC]
Oh, I sort of knew that stuff, but I meant the numbers on joints? People usually say 'don't touch the numbers' but these numbers actually control how the physic move and I've been guessing roughly what they do exactly, but I mostly copy them from other models, hoping they don't go dodgy. XD
Where the box is like X [ 0.00 ] - [ 0.00 ] Y [ 0.00 ] - [ 0.00 ] Z [ 0.00 ] - [ 0.00 ]
(There's two, the top is how it moves and the second is how it rotates)
From what I understand, numbers usually go in with a negative number first, then positive, then negative etc etc (for example, I have a model here where the second joint is like this; X [ -10.00 ] - [ 20.00 ] Y [ 0.00 ] - [ 0.00 ] Z [ -20.00 ] - [ 20.00 ])
I'm pretty sure that they control each direction for that axis, so for X it would be that the -10 controls how much it rotates forwards, and the 20 controls how much it rotates backwards, and then the other axis I believe Y would be down/up, and Z would be left/right.
I had a model where I accidentally put the numbers in Z as [ 60.00] - [ 60.00 ] (the first should have been -60.00 ) and the physic that the joint meant to control the movement of was sticking to the left (the model's right).
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mmdyesbutterfly In reply to Devious-Bunny [2012-12-01 15:22:30 +0000 UTC]
Oh. Okay I see what you’re getting at now (I was talking about the “Mass” of a Physic before). X’D
Apologies if I don’t explain this well. Kinda lost myself when it got to the maths….
But….basically the X, Y and Z correspond with the coordinate axis that you learn about in maths (where you have to plot coordinates on the graph except it has an extra axis because it’s 3D and not a 2D graph). So, with positioning X will always be sideways, Z will be forwards or backwards and Y will always be up or down.
X Axis = Negative numbers will go to the left and Positive to the Right.
Z Axis = Negative numbers will go to the front and Positive to the back.
Y Axis = Negative Numbers will go down and Positive numbers Up.
I believe that the ‘Physics Location’ for XZY should already be inputted if you create physics with the Edit > Bone > Create Phys Found command. Likewise if you also add the joints with the same method their positions should automatically be inputted. Both will get the ‘location’ of the bone - this is probably why people 'don't play with them'. Minus the physics…being rotated so they will have to be done manually if they've been input a bit dodgy.
With the Rotation of the physics….which sometimes confuses the hell out of me when I’m trying to reposition physics because of camera angle making the rotating look weird...
X will rotate up and down
Z will rotate things sideways.
Y will rotate things to the left or right in a circle.
Joints hold a physic in place…so I think that when you added [60.00] [60.00] instead of [-60.00] [60.00] you told that particular physic to…basically go ‘there’. It’s kind of hard to explain….But if you tell a physic to ‘be’ in a certain place ‘at a certain angle’ then the physic (and joint) will respond to it and work in the area that you tell it to.
To be honest I’m not really sure what to say or to suggest. …Numbers throw me..so I don't play with them unless I really have to. Sorry if I didn’t explain it well or answer what you wanted....
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Devious-Bunny In reply to mmdyesbutterfly [2012-12-01 15:37:35 +0000 UTC]
Yeah, that's how I've explained the XYZ thing to people. XD
It's okay, I suppose I'll continue what I have been doing and just copy the numbers from models with the kind of physics I like, it's worked well enough so far. XD
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mmdyesbutterfly In reply to Devious-Bunny [2012-12-01 15:59:59 +0000 UTC]
Sorry~ and yeah...I think experimenting is the only thing we can do at the moment. If I figure something out I'll add it here.
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mmdyesbutterfly In reply to Merengil [2012-10-22 15:51:14 +0000 UTC]
No problem at all~ Glad to hear it~
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FicticiousAnimation [2012-10-10 01:14:01 +0000 UTC]
I am following this tutorial intensely, and guess what? I HAVE MY FIRST WORKING PHYSIC!!! Thank you so much!! I'll continue to follow your tutorial, XD, because it's just part of a skirt that wobbles back and forth like it's hinged, XD! Thanks so much you're awesome!!
Btw, to properly delete physics, go to the physics box, right click the physic, and press del. That way doesn't crash MMD. ^^ You're awesome.
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mmdyesbutterfly In reply to FicticiousAnimation [2012-10-22 15:50:59 +0000 UTC]
Yay~!
Don't ask me about skirt physics. They hate me. But I'm glad to hear its working for you~
....Do you mean in PMD with the tabs or MMD with the Enhanced Model Mode section?
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FicticiousAnimation In reply to mmdyesbutterfly [2012-10-22 15:53:58 +0000 UTC]
PMD with the tabs. ^^ In my personal experience, deleting it from the tab deletes physics perfectly, while selecting them on the model and pressing the delete key causes MMD to crash when you load the model.
I love this tutorial thank you so much!! ^^ I'll link you to some physic thing soon, xd.
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mmdyesbutterfly In reply to FicticiousAnimation [2012-10-22 16:04:12 +0000 UTC]
I know ^^ I use PMD to delete things already. Its a known issue that MMD crashes when editing a model in it. ^^
Yay~~ Can't wait to see~ x'3
No problem once again~
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FicticiousAnimation In reply to mmdyesbutterfly [2012-10-22 17:27:43 +0000 UTC]
That's not what I said, but okay.
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QVxVCTxZero [2012-10-05 21:43:10 +0000 UTC]
I found out what "align bone" does. It allows physics on objects like Piko's ahoge or Italy's Ero-zone or Miku's pigtails to stay attached to the bones when you move the "parent" bone (in these cases, the head bone)
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mmdyesbutterfly In reply to QVxVCTxZero [2012-10-22 15:48:26 +0000 UTC]
Sooo......does that mean that you can still move the bone that has a physic on it? A.k.a. You can still select it in MMD and move it when the physics are on?
And thanks for telling me~
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mmdyesbutterfly In reply to Raburikuin-XD [2012-09-28 14:47:52 +0000 UTC]
No problem at all~
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Raburikuin-XD In reply to mmdyesbutterfly [2012-09-28 23:21:42 +0000 UTC]
X3
I had a bad time before since the whole hair fell, thanks to you're help, its now steady
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mmdyesbutterfly In reply to Raburikuin-XD [2012-09-29 16:42:53 +0000 UTC]
Happy to hear that (in fact I saw the hair you added physics to on the front page yesterday because I have it set to newest~ Looked very smooth and nice)~ And I'm just glad to help~ x'3
That still happens to me sometimes when I try to add physics to dresses/skirts; I sometimes miss a joint connection or connect it wrong and it either hits the floor or goes through the axis x'D
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FicticiousAnimation [2012-09-19 15:52:19 +0000 UTC]
Can I ask a question?
How do you actually delete the physics properly? I simply box select the physics, then press the delete key on my keyboard, but this causes MikuMikuDance to crash. How did you delete the physics? Thanks in advance. ^^
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mmdyesbutterfly In reply to FicticiousAnimation [2012-09-19 16:09:22 +0000 UTC]
If you are using MMD to delete physics then it will crash because it cannot handle the operation of deleting that many physics at once. You have to do it one at a time and save the model as you go along. "Enhanced Mode" is actually only good for fixing small things.
If you want to delete an entire model's physics (and ect) then you will have to use PMDeditor.
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FicticiousAnimation In reply to mmdyesbutterfly [2012-09-19 16:44:56 +0000 UTC]
Thanks for replying. ^^
I was using PMD Editor to delete the physics. When I save the model with deleted physics, and load the model into MMD, MMD crashes. Here's a picture. [link]
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mmdyesbutterfly In reply to FicticiousAnimation [2012-09-19 17:13:42 +0000 UTC]
That's probably actually a bone issue.You probably have a 'bad bone' somewhere where its connected to itself on the parent bone or some other weird connection - if that makes sense.
So...check all your model's bones to make sure that they are connected properly and that they don't have themselves as a parent or child bone. That's the only thing I can think of from what I've seen with MMD crashing when you have issues with trying to load a model and it does this...
Hope that helps. >.<;;
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FicticiousAnimation In reply to mmdyesbutterfly [2012-09-19 17:15:25 +0000 UTC]
Thanks. ^^ Only problem is, the model that's crashing is Animasa Miku. XD.
Wait it's bad to connect bones to themselves? I didn't know that. Thanks.
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mmdyesbutterfly In reply to FicticiousAnimation [2012-09-19 17:22:06 +0000 UTC]
T-that's weird. If you played with her bones and changed them a bit then that might be the reason.
Yeah. So let's say you have "81: 'Arm Bone' "
The bones 'parent' and 'child' bone should not be 81, instead it should be "80: Shoulder Bone" and "82: Elbow Bone" respectively.
So you end up with
(81) Arm Bone
Parent - 80
Child - 82
NOT
(81) Arm Bone
Parent - 81
Child - 81
And no problem at all
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FicticiousAnimation In reply to mmdyesbutterfly [2012-09-19 17:37:22 +0000 UTC]
Yes I know that. ^^ Attaches go backwards and connects go forwards. Thanks, but I didn't mess with the bones. Some of my friends have the same problem. I'll just figure it out. Thanks.
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mmdyesbutterfly In reply to FicticiousAnimation [2012-09-19 17:41:30 +0000 UTC]
Okay then. ^^ hope it works out for you, and sorry for not being able to solve it for you.
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FicticiousAnimation In reply to mmdyesbutterfly [2012-09-19 17:44:03 +0000 UTC]
It's fine. Don't be sorry. ^^ Thanks for helping me out, though.
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mmdyesbutterfly In reply to FicticiousAnimation [2012-09-19 21:17:57 +0000 UTC]
Okay~ And no problem~ x3
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FicticiousAnimation [2012-09-19 14:42:03 +0000 UTC]
This makes much more sense if you have ever added your own bones before. Because the physics and joints "attach" and "connect" in the same way. ^^
Great tutorial, thanks a lot! I'll definitely be referencing this a LOT for my own personal use. I'm actually making a Blender to MMD Complete tutorial. I don't mean to steal from you and I apologize, but i'll probably go over basic physics and link back to your tutorial so my watchers can actively follow your tutorial and learn physics.
It means more to me making people happy then hogging views or anything like that, but if you don't want me referencing you I won't. ^^ Otherwise, excellent tutorial! Thanks a lot!
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mmdyesbutterfly In reply to FicticiousAnimation [2012-09-19 16:06:35 +0000 UTC]
No problem at all. As long as you credit me/link back to this tutorial for referencing it its fine.
You can even upload to another site as long as credit is given and a link to the original file is given~
Same here. x3 It makes me happy if I know that I can help people. I don't actually care about views or anything like that.
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FicticiousAnimation In reply to mmdyesbutterfly [2012-09-19 16:46:58 +0000 UTC]
Well thank you very much. ^^ You are a good person and I appreciate it!
I'll let you know when I reference you.
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