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SpehDaBlack — PMDEditor: Creating IK Bones 2

Published: 2011-08-05 06:29:38 +0000 UTC; Views: 5094; Favourites: 75; Downloads: 90
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Description Part 2/2 of the IK bones tutorial.

This is my first tutorial. I said I had one coming and here it is. Although, the one I had in mind was not about IK bones at all. lol! Wasn't 'til I decided to make my own for my new tail that I discovered... uh oh! I'm on my own on this one! Not a tutorial in sight... not even on YouTube.

So many folks have helped me in this realm, I feel perhaps this can up some redemption.

Funny though... IK bones feel so useless in some aspects.. where most people just keep 'em as (3)'s.. physics still work nearly the same if used on em.. just less twisting. D'hell's gonna notice that, anyway? :< Well... this was the only tutorial uncovered, sooooo...

I hope I did my part. I tried to be blunt, yet comprehensive as possible for ALL. The tutorial is color-coded with arrows pointing the way.

Use the color codes and your memory of previous page's color codes to strengthen your comprehension of this tutorial. It also could have been a far shorter tutorial.. but I had to make it understood WHY you're doing this and that.

For the experienced editors, 1-10 can be skipped by you. Maybe 11-13 as well. I still have other uploads' descriptions to edit. Weeee, this is almost done! ...Wait, I lied..... the video. ARGH!!! I just.. wanna... play.. my MMO's!!

Enjoy! I hope this isn't overwhelming. You can do it, champ! Tread slowly, you'll know sweet victory yet!

I -am- lazy... but I will try to ...TRY to answer unanswered questions.. even the repeated one's.

And yes, Miku sure is fascinated by Luka's new tail, it seems!

[link] Page 1.
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Comments: 43

Some-DA-Account [2016-09-28 04:41:50 +0000 UTC]

OMG THIS SAVED MY LIFE YES THANK U

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CreepypastaLily [2015-11-11 11:08:25 +0000 UTC]

Thank you! It finally work~ (even if there is still a little problem to fix)  

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CreepypastaLily [2015-10-26 09:14:55 +0000 UTC]

Followed your steps, don't work for me....

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Len11999 [2015-01-04 04:37:42 +0000 UTC]

I need a pmx editor version

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Kodoku-Ro [2014-07-15 13:16:11 +0000 UTC]

Thank you very much.

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Waltervd [2014-06-20 22:32:53 +0000 UTC]

i want to make leg IK bones the leg it self works but the toe doenst can you help me with that ?

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HOISOKU [2014-06-03 00:17:14 +0000 UTC]

im trying to rig my models feet with ik bones and it is not working

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smartkorea5 [2014-02-15 12:59:58 +0000 UTC]

HELP ME MY POST LOOK!!

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Haseo-PPK [2014-01-14 08:20:51 +0000 UTC]

Thanks!
I've been having trouble with these types of bns lately. Your tutorial really helps.

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StlOtaku [2013-12-22 11:59:36 +0000 UTC]

Thamk you very much.

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PhantomPhan14 [2013-11-08 03:35:50 +0000 UTC]

I'm tring to make the leg IK chains and it won't work. They just move like normal bones and the final IK doesn't move anything at all. Yet I followed all your steps...

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SpehDaBlack In reply to PhantomPhan14 [2013-11-16 23:33:04 +0000 UTC]

Apologies for the complications. I'm afraid there's more to creating leg IK bones than this basic tutorial advises. I've basically given up pursuit on finding that answer, myself. Best I've found were arm and skirt IK creator methods. Legs...  I'm sorry.

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Len11999 [2013-03-16 20:05:42 +0000 UTC]

iv worked on my ik bones for 5 hours i have 13 bones that just wont work right *sobbbbbb

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Len11999 [2013-03-16 19:59:13 +0000 UTC]

all of my ik bones just clump up into a ball

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Len11999 [2013-03-16 19:42:55 +0000 UTC]

ITS NOT WORKING

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Dreamcube017 [2012-09-17 03:08:32 +0000 UTC]

This is really useful thanks. I am trying to make some IK for the hands (don't know why they didn't come with any) and I can't seem to get the bones to move correctly. I'm using the default Miku model. I'm trying to look at other examples, but it doesn't seem to connect proplerly either. Any suggestions??

Thanks.

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SpehDaBlack In reply to Dreamcube017 [2012-09-19 01:43:35 +0000 UTC]

Two.
1.) You can try and see if IK Maker PMDE works for hands. [link]
2.) You can get a PMXEditor, convert the Miku model to .pmx, and use the IK Arms for PMX maker plug-in. [link]

Unfortunately 1.), I am personally unsure of and 2.) more than likely will make the model's legs now malfunction.

If you can find a way to convert a .pmd model to .pmx AND save the IK legs from becoming disfunctional, I will strongly recommend the IK Arms Maker for PMX plugin.

I still don't know what it is yet with PMD vs PMX differences that when converted from one to the other, the legs always take a hit. Their IK strength values suddenly need newer adjustments.

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knuxfan23 [2012-08-25 22:50:22 +0000 UTC]

thnx~a little confusing at parts,but very helpful~

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crazyjaunji [2012-08-02 19:13:57 +0000 UTC]

this was immensely useful!

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Znapple-star [2012-07-25 02:50:02 +0000 UTC]

OMG It really worked THANK YOU!!! Dress physics here I come >3<

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G123u [2012-07-02 21:48:11 +0000 UTC]

Hello, I have a slight problem.
I'm trying to rig some hair, and followed your tutorial.
The IK chain works perfectly fine, except when I rotate one of the orange (#4 in the drop-down list) bones, it rotates the hair as if it were a blue (#1) bone. All the orange bones seem to function this way.
Do you know what the cause of this problem might be?
Great tutorial, btw. It's very helpful.

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SpehDaBlack In reply to G123u [2012-07-03 03:02:41 +0000 UTC]

Ahhh, right.. they're supposed to only twist in place so long as it's not the main sensor bone being moved.

Hmmm, I'm sure you didn't turn off the IK registrations in the red "model manipulation" box section in MikuMikuDance, right?

Can't lie to ya.. I haven't fooled with IK bones since creating this tutorial. LMAO! HMMMMMMM.... if I were to guess 2 quick things to check:

1.) Are there any hidden bones (not just grays) stacked in the very same place as the bone you're dealing with? To check, you can click said bone, and in the bone window when it highlights, choose one of the X, Y, or Z axis boxes and randomly type in a number to make that bone move away a distance and hit enter. If the bone moves and there really is nothing there, CTRL+Z and I guess that bone is fine.. just trying to make sure you didn't attach or connect or IK attach/connect a wrong bone to your connection layout.

2.) Every bone got registered in backwards order? Every bone is properly fixated to the IK mover bone? (Darkest orange) No typos? Also when you do this, does the mover bone also get flipped (similar to blues since the connected bone moves where the previous bone tells it to)? If the mover is being flipped, definitely retry looking at the pink bone and proofread how you connected it to everything.

I'm starting to recall I had this issue once. In bad news, my memory is telling me I deleted the entire set and started over and blamed it on pmd editor crashing while I was working on it.

Other than this stuff here then.. I'm afraid I have to apologize.. because I've forgotten how the whole process even works, now. LOL! x-x

Ok, well how about 3.) Did you skip or go with the (optional) section? Did... ah n/m, I'm going blank! ; ;

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G123u In reply to SpehDaBlack [2012-07-03 04:51:04 +0000 UTC]

The IK registration is on.
I deleted all the bones/physics/joints when I rigged the hair. The only bones that are there are the ones I've added. The only bones that overlap each other are the pink IK registration bone, and the square-shaped IK bone.

The bones are registered in reverse order. They are all fixated to the square-shaped IK bone. The IK mover bone is working how it's suppose to, it's just the orange/yellow bones that are moving like the blue bones.

I went with the optional section. Not to be rude or anything, but that optional section is for the little collapsible sections on the left side of MMD. They aren't suppose to affect the actual model itself at all.

If it helps, would you mind if I send you the model?

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SpehDaBlack In reply to G123u [2012-07-04 04:42:40 +0000 UTC]

Indeed. As written, I'm unaware what that optional section even accomplished. I asked to see what happens if it's ignored.

Be my guest, I suppose, if you'd wish me to take a look. Might even be the best solution at this point.

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G123u In reply to SpehDaBlack [2012-07-04 22:51:07 +0000 UTC]

Thank you very much.
I'll send the hair to you in a note, then.

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Wampa842 [2012-05-24 16:57:24 +0000 UTC]

OMG THANK YOOUUU!
But there still is a problem. Everything works perfectly on v0.0.63, but when I try to set a bone's type to 4 or 6 on v1.2.3, it just goes back to its pervious state.

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SpehDaBlack In reply to Wampa842 [2012-05-24 20:20:08 +0000 UTC]

Thanks, I shall note this. Haven't tried tampering with IK bones in the pmx editor.

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thiefhotmail In reply to SpehDaBlack [2013-01-26 19:22:37 +0000 UTC]

Hello SpehDaBlack,
First I want to thank you for the time and dedication to do such a great job in this kind of tutorials is very useful to us. Second, your tutorial helped me to create a sequence in PMDEditor bones, but I need to do this same procedure in PMXEditor, and almost succeeded but I can not find the equivalent to step 21 (and probably 22 if not PMX optional), could you please help me?

thanks in advance

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SpehDaBlack In reply to thiefhotmail [2013-01-28 05:47:40 +0000 UTC]

In the PMXEditor hit (I) and switch to PMD mode by clicking PMD{japanesetext}(X). I must warn you this will save as .pmd also. Not only that, I ...don't recommend saving as .pmx after you complete each step.

The.. settings given here only apply for .pmd saved bones. Saving as .pmx MAY cause some undesired behavior. x-x;; For .pmx IK saves, may I recommend the .pmx IK arm maker tuto that I put up? It works with everything but LEGS! lol.........

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ZokuneAki10 In reply to SpehDaBlack [2012-09-04 01:52:46 +0000 UTC]

I too have this problem, can you help me?

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AllyEnderman [2012-04-05 11:32:01 +0000 UTC]

Ummm... I rigged a tail with this process, but now, whenever I move the IK bone (even though it works), the tail spazzes and curls about, on itself. What did I do wrong!? Dx

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Maniac6457 In reply to AllyEnderman [2012-07-26 02:29:38 +0000 UTC]

I got the same problem as you, the chain's spazzing out but i didn't rig it to anything yet, because i wanted to be sure it worked first.

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AllyEnderman In reply to Maniac6457 [2012-07-26 11:59:28 +0000 UTC]

Mine even spazzes when I weight it to the intended object. Dx

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SpehDaBlack In reply to AllyEnderman [2012-04-18 15:59:40 +0000 UTC]

Ahhh ha. You've done nothing wrong in terms of following that guide's directions. I believe that was the part I was stuck at back then, too. lol. I never could quite figure out how to truly loosen or tighten the bones' grip on one another. It had something to do with that.

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KyoLoverKairi In reply to SpehDaBlack [2012-06-27 14:24:57 +0000 UTC]

I think it has something to do with weighting bones

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Shin001 [2012-01-21 13:29:25 +0000 UTC]

wahahahaha!!!

The Zoomed in style works like a charm! I love the end -FIN! wahahahaha

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NanaCookie [2011-08-28 11:49:43 +0000 UTC]

It worked! I love you for the Tutorial

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SpehDaBlack In reply to NanaCookie [2011-08-31 11:57:37 +0000 UTC]

See... this makes me feel goooooood. Excellent! I'm very glad to hear everything worked out correctly and all was clear and comprehensive. I'm not too sure how much 'lolcolor' coding helped, but hopefully it managed to do somewhat of its part. I had to pay back my respects somehow. Still, any further questions I'll try to get back here and answer. 'til then~

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NanaCookie In reply to SpehDaBlack [2011-09-13 20:21:19 +0000 UTC]

I have big problems with the IK bones .__. Your tutorial is for a tail... But I need help with the Legs ^^ I want to give a boneless models this IK bones/ leg bones... Would you help me (would you explain it me or do you know a tutorial for this?? )

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SpehDaBlack In reply to NanaCookie [2011-09-14 08:09:40 +0000 UTC]

It's pretty much the same thing with the exceptional fact that each foot has 2 separate orange (#2) bones. One to control the entire leg by the ankle, one to control the toes by the foot. Last I recall too, the toes IK bone 'connects to' the ankle IK bone as well so that it moves when that moves.

I think there's no way I'd be able to get ya to see what I'm saying just through this reply. I think I would have to make a whole new tutorial. x.x;; Well.. Dragon Nest kinda HAS run out of stuff for me to do atm..

If you think you've got it though, have at it! To be sure what you're doing is right, ya can always check a 'working' model's feets and connects to see to it that it's correct.

I don't know any IK tutorials other than this one here, I'd made. I taught myself. ;> I guess, lemme know if still don't get it.

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NanaCookie In reply to SpehDaBlack [2011-09-14 13:22:02 +0000 UTC]

Thanks for explaining! I get it :3 Finally my rigged Model is dancing right xD Thank you very much for you're help >w<

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SpehDaBlack In reply to NanaCookie [2011-09-17 11:25:18 +0000 UTC]

I had meant to say "Attach to" instead of connect, but whew, I'm some glad you caught it and got things going right in the end.

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NanaCookie In reply to SpehDaBlack [2011-09-17 16:21:56 +0000 UTC]

Yeah,thanks for you're help :3

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