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Published: 2017-11-23 03:25:19 +0000 UTC; Views: 13395; Favourites: 133; Downloads: 231
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Description
This is a tutorial on the basics of weight mapping, or rigging, using PMX Editor. It's not meant to teach you how to rig a specific kind of model, but rather how to rig models in general. It's most handy if you need help rigging arms, legs, fingers, torsos, and the like. Once you master the basics, you'll be able to figure out the rest with a little problem solving.You can download some sample models as well as a practice model here.
If something's not clear to you, first try reading the comments for tips. If you can't find an answer to your question, then try leaving a comment yourself and I'll try to help you out.
Thank you and I hope this helps you out!
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Comments: 13
playhousemassacrez [2022-11-04 21:56:58 +0000 UTC]
π: 0 β©: 1
SAB64 In reply to playhousemassacrez [2022-11-05 01:40:50 +0000 UTC]
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playhousemassacrez In reply to SAB64 [2022-11-05 15:42:50 +0000 UTC]
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NillyGin2000 [2020-11-07 20:24:26 +0000 UTC]
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Sebxque [2020-03-02 19:31:13 +0000 UTC]
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KaijuKermit [2019-12-27 21:34:16 +0000 UTC]
Β The bones in PMXEditor are perfectly on the model, While in TransformView, They are disfigured from the model.
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SAB64 In reply to RickHonor201 [2018-04-21 01:31:18 +0000 UTC]
No problem! I hope it helps out.
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8Nairb [2017-11-23 04:31:39 +0000 UTC]
I've been having trouble rigging models but at least I have a better understanding on how to weight-mapping more properly.
Thanks for making this helpful tutorial!
π: 0 β©: 1
SAB64 In reply to 8Nairb [2017-11-28 04:08:11 +0000 UTC]
No problem, I'm glad it helps!
I'm sure you'll get better with time. I found that it helps to study how other models are weighted when I first started.
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