HOME | DD

Published: 2012-10-04 03:59:08 +0000 UTC; Views: 12806; Favourites: 192; Downloads: 158
Redirect to original
Description
Here's a trick borrowed from MMORPG models on how to easily attach objects to a MMD model (usually the hands). It makes holding x.file models of guns, bags, microphones, and other objects that can be held in the hands a breeze. You will no longer need dummy bones to do this and the attached/held object moves with the hands.You can extend the procedure by adding additional attachment points for carrying (for example) a backpack or sword across the back.
Hope this helps. If you have questions please leave a note in the comments below.
CREDITS
Miku and leeks are the default models located in their respective directories of your MMD folder.
Related content
Comments: 62
X-X-1-X-X [2018-01-01 03:38:34 +0000 UTC]
my models head works perfectly....if you don'tย count the fact that the head basically detaches at the neck if you push it back. how can I fix this? it doesn't seem like a bone problem. if I have to weight the head, how?ย
๐: 0 โฉ: 1
Trackdancer In reply to X-X-1-X-X [2018-01-01 23:15:02 +0000 UTC]
This really sounds like a weighting issue. Easy to fix if you are comfortable doing weighting. If you're new to weighting, there are good tutorials around on how to do it.
๐: 0 โฉ: 1
X-X-1-X-X In reply to Trackdancer [2018-01-02 16:25:15 +0000 UTC]
I've weighed things like hair and crowns before but heads? if you know of any good tutorials it would be great if you could send them. thank you for your help.
๐: 0 โฉ: 0
Antopolis [2015-02-19 21:41:27 +0000 UTC]
Someone here speaks Spanish to explain to me xD
๐: 0 โฉ: 0
YandereSkitty [2015-01-29 12:18:50 +0000 UTC]
I am trying to attach hair. but it won't do it.
So what can I do >_<
๐: 0 โฉ: 2
Jojo-Cat In reply to YandereSkitty [2015-08-28 17:36:28 +0000 UTC]
i believe you should use joints... look for other toturials here at deviantart :3
๐: 0 โฉ: 0
Trackdancer In reply to YandereSkitty [2015-01-29 19:05:23 +0000 UTC]
Sorry, this is not the forum for this sort of question.
๐: 0 โฉ: 0
StephanieIjares [2014-12-19 03:05:46 +0000 UTC]
How do you move the bones exactly? I cant position it on the palm. I tried using the control panel but it wont move.ย
๐: 0 โฉ: 1
Trackdancer In reply to StephanieIjares [2014-12-20 19:48:29 +0000 UTC]
Make sure that the "B" button across the top of the PMDView interface is depressed.
๐: 0 โฉ: 1
StephanieIjares In reply to Trackdancer [2014-12-21 04:36:53 +0000 UTC]
Oh okay I got it! If I have other problems I'll just ask you some other time because I'm kinda busy
๐: 0 โฉ: 0
Trackdancer In reply to MadNimrod [2013-07-13 02:02:05 +0000 UTC]
Would have been nice to have a plugin to do this ... sigh
๐: 0 โฉ: 1
kisamelover34 [2013-06-10 13:45:04 +0000 UTC]
How do you attach the hair's head-bone to the head's head-bone?
๐: 0 โฉ: 1
Trackdancer In reply to kisamelover34 [2013-06-10 16:09:37 +0000 UTC]
Easiest way for you to understand this is to examine one of the default models in the PMD editor.
๐: 0 โฉ: 0
haddyDrow [2013-02-13 06:09:26 +0000 UTC]
Nice! can you attach two bones to an X file like this? like a very long microphone?
๐: 0 โฉ: 1
Trackdancer In reply to haddyDrow [2013-02-13 06:38:29 +0000 UTC]
You only need to attach it to one point on the performing model. Attaching it to two points is too much of a hassle.
๐: 0 โฉ: 1
haddyDrow In reply to Trackdancer [2013-02-13 09:21:54 +0000 UTC]
Is it possible, though?
๐: 0 โฉ: 2
Trackdancer In reply to haddyDrow [2013-02-13 09:38:24 +0000 UTC]
Ignore my previous post - actually it isn't possible as the x.file only has one attachment point.
๐: 0 โฉ: 1
haddyDrow In reply to Trackdancer [2013-02-13 12:44:59 +0000 UTC]
Why would I want to do it? to make things much better looking than they are in second 16 and forward. [link]
๐: 0 โฉ: 1
Trackdancer In reply to haddyDrow [2013-02-13 17:22:49 +0000 UTC]
Maybe you need to just use a PMD model to do something like that perhaps ... (?)
๐: 0 โฉ: 1
haddyDrow In reply to Trackdancer [2013-02-15 13:07:54 +0000 UTC]
Can I attach it to two points with a PMD model? I know how to make models from scratch and make sliders and stuff, but I haven't found the solution for this...
๐: 0 โฉ: 1
Trackdancer In reply to haddyDrow [2013-02-15 17:35:35 +0000 UTC]
I have no idea why you should want to do this. Whether it's a mic, 2 hand sword, broom or whatever else that needs to be held in 2 hands, there's only one attachment point. The attachment point doesn't even need to be in the hands. For example, a guitar benefits from an attachment point at waist level associated with one of the torso bones.
Regardless, the program only allows the x.file to be registered to a single bone, so your question at best is academic. And even if it was possible, why would you want to do it? Working with a single attachment point makes the process so much easier.
Vocaloids don't really hold things. Things are just associated with them. You could even associate their entire environment to them (if it made sense to do that). You have to think this process through in this light rather than seeing it from our perspective of actually really having to hold something in order to carry it.
๐: 0 โฉ: 1
haddyDrow In reply to Trackdancer [2013-02-18 18:12:54 +0000 UTC]
Alright, I guess you've seen the link to the thing I sent you, I do use waist for guitar but the long mic just makes more sense with the wrist..
How do you think I should do it?
๐: 0 โฉ: 1
Trackdancer In reply to haddyDrow [2013-02-18 19:49:45 +0000 UTC]
You know, it would be really hard to make a Vocaloid hold a mic with a wire. One attachment point for the mic and then there's no way to attach the wire so if the wire has gravity, it won't work at all. If it doesn't, it'll just be a major pain to animate the coordination between the hand and the wire.
You're right, somethings can be easier associated with the wrist bone (like Japanese fans). However, if the model has an attachment point as indicated here, this makes it much easier since the attachment point itself can be relocated as needed, and the wrist bone can't. The other big advantage is that you don't have to mess with entering coords to correctly locate objects.
๐: 0 โฉ: 0
Trackdancer In reply to haddyDrow [2013-02-13 09:31:58 +0000 UTC]
Yes it is, but why would you want to do this? It makes no sense to do it logically.
๐: 0 โฉ: 0
senichi-toma [2012-12-11 03:15:21 +0000 UTC]
excuse me, im a pmd noobie and i was wondering if there was a way to combined mesh pieces, like if i wanted to combine MA4 with MA5 or something? is that possible?
๐: 0 โฉ: 1
Trackdancer In reply to senichi-toma [2012-12-11 03:25:21 +0000 UTC]
Yes there is. It's done under the materials tab.
1/. Make sure that the 2 materials that are to be combined are next to each other on the list. So for example MA4 is on top of MA5.
2/. Highlight the material at the bottom. So in this example select MA5.
3/. Right click on the material name on the list and choose the BIND materials option (CTRL-J). Confirm the bind in the dialog that pops up.
That's all there is to it. Note that MA5 binds into MA4 (or was it the other way around - anyway the dialog tells you).
๐: 0 โฉ: 1
senichi-toma In reply to Trackdancer [2012-12-11 03:30:01 +0000 UTC]
THANK YOU!^^ i was surprised it was so simple :I welp i guess moment for me. thanks again
๐: 0 โฉ: 1
Waltervd [2012-12-03 21:59:11 +0000 UTC]
to mirror the bone in one hand to the other its also possible to ( select the bones -> go to the bone tab in pmd view -> click create mirror ) and evoila you have a bone in a exact mirror to the other (dont forget to give it a parent since it doenst do that part) (and why this is handy if the model has 2 objects in each hand you can mirror the bone position to the other instead of doing the same thing twice )
๐: 0 โฉ: 1
Trackdancer In reply to Waltervd [2012-12-03 23:04:38 +0000 UTC]
Yep, this definitely works too. Thanks for the post.
๐: 0 โฉ: 1
Trackdancer In reply to MoonwolfYouthOtaku [2012-10-05 19:24:28 +0000 UTC]
I can see you like 'puns'
๐: 0 โฉ: 1
ReishaTerrin [2012-10-05 11:55:44 +0000 UTC]
it doesn't attach to the wrist bone? i did everything as you shower and YAY it workes if i move the Shoulder, Arm, and Elboy area but not the wrist area? did i do it wrong?
๐: 0 โฉ: 1
Trackdancer In reply to ReishaTerrin [2012-10-05 16:37:57 +0000 UTC]
Sounds like its connected to something on the arm - just open it back up in PMD to check that it's associated with the correct bone. Each model lists their bones differently so the left/right wrist bone will be numbered differently. Just make sure that you have the correct number for the wrist bone in the parent box (it'll also show you the parent bone name in Japanese to the right of the box.
๐: 0 โฉ: 1
ReishaTerrin In reply to Trackdancer [2012-10-06 00:01:12 +0000 UTC]
Hmm... doesnt seems to fix it... boo...
๐: 0 โฉ: 1
Trackdancer In reply to ReishaTerrin [2012-10-06 00:05:33 +0000 UTC]
Send me the model via your Sta.sh (send the link via a note). It'll probably be easier for me to fix it than to try and explain it.
๐: 0 โฉ: 0
Trackdancer In reply to thepicpanda [2012-10-05 00:37:29 +0000 UTC]
You're most welcome.
๐: 0 โฉ: 0
GM34 [2012-10-04 20:54:21 +0000 UTC]
I have the first finger in each hand labeled, but this look just to easy.. i have some bones to do...
๐: 0 โฉ: 1
Trackdancer In reply to GM34 [2012-10-04 21:02:22 +0000 UTC]
I did this for Super Sonico when I did her Nightstalker pictures - had a real fun time (sarcasm) having to readjust the gun every time I moved her arm (it was a pmd model).
Should have though of it earlier, now she (and the other models I've modified) can hold stuff with ease.
๐: 0 โฉ: 1
GM34 In reply to Trackdancer [2012-10-04 21:12:41 +0000 UTC]
Well that rock around the clock motion needs 15 models to hold placards, so this would simplify that application for sure.. just awesome!
๐: 0 โฉ: 1
| Next =>