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Trackdancer β€” MMD Tutorial: Editing Motion Data (Part 2)

Published: 2014-04-21 21:29:44 +0000 UTC; Views: 15068; Favourites: 63; Downloads: 157
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MidnightInk-Chan [2019-07-09 14:45:30 +0000 UTC]

Okay sorry in advance if you've received this question but every time I export my motion data from the saved file something happens like a bone moves in a direction I didn't register I thought you might know the answer. Sorry if you can't help me tho.

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MidnightInk-Chan [2019-07-09 14:35:55 +0000 UTC]

I have a question, so I have a project and am nearly done with the motion however every time I export the motion from the saved file there's something wrong with the motion I don't know how to fix it so I wanted to see if you'd have anything to help me fix this. sorry if i'm bothering you with this.

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Trackdancer In reply to MidnightInk-Chan [2019-07-09 16:50:35 +0000 UTC]

What is happening here is that there are one or more registered positions, usually downstream, that is causing the unwanted movements. You need to track these down manually and delete them; then re-save.

METHOD:
What I do is advance frame-by-frame to see when the problem first occurs and then look at what is ahead that is causing the issue and deleting those registrations. It can be a tedious process but this is the only method that I know will work.

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MidnightInk-Chan In reply to Trackdancer [2019-07-13 12:44:52 +0000 UTC]

Thanks

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vasilnatalie [2018-08-20 19:46:37 +0000 UTC]

Wow, you sure get a lot of questions.Β  I answered a few.Β  (I hit this looking for what "delete unused frame" does, I still have no idea.)


Wanna know something cool?Β  "Paste into different flame" (f) isn't quite the same thing as registration paste.Β  It actually pastes into the selected bone.Β  You can use this to copy/paste transformations from one bone to a different bone.Β  Which answers more than one question here....

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Trackdancer In reply to vasilnatalie [2018-08-21 17:36:53 +0000 UTC]

Delete unused frames is useful to clean up a motion data set. However, it is rather crude/basic.

How it works is as follows:

Say you have a motion data set that is 1024 frames long but you actually only need 512 frames. To remove the unwanted frames, set the top range/last frame variable to frame 512 then access the delete unused frames function and this should remove all data after frame 512.

As you probably figured, this utility is of marginal use as simply by setting the last frame variable will cause MMD to ignore after the last frame variable anyway.

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vasilnatalie In reply to Trackdancer [2018-08-21 18:54:19 +0000 UTC]

Setting an end point in the range select box?Β  Are you sure?Β  That doesn't seem to do anything.Β  Neither does the current frame number.Β  Somebody else told me it was for deleting redundant registrations, and it does that, to a limited extent-- if you make three registrations of the base pose in a row, delete unused frame will delete the central registration of those three (regardless of selected bones or registrations, regardless of range select settings.)Β  Vaguely useful, I guess.

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Trackdancer In reply to vasilnatalie [2018-08-21 21:28:40 +0000 UTC]

The MMD UI can be quirky, but from memory as I don't have the program in front of me at the moment, the function only seems to work if the last frame is set.

And yes, it is only of marginal utility and seems to be a hit/miss sort of thing from prior experience with it (or possibly I misunderstood its true purpose).

All that said, to remove unwanted frame entries, my preferred method was simply to set a range from the last desired frame plus 1 and just use a large number (10000+) and hit the delete key.

With repetitive motions, such as rotating a stage element, it is easiest to create a short sequence, cut and paste it to the desired time period, then use the method above to clean out any overages.

This will make sense as what I do to save time is to for example, create a 100 frame sequence. Copy/paste it until I have a sequence 500 frames long. Copy/paste that range then double up the range selection after each paste till I reach the desired range duration. Thus the last paste usually leads to having many 100s of frames more than I need so I use the method above to clean up.

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vasilnatalie In reply to Trackdancer [2018-08-21 22:02:58 +0000 UTC]

Yeah, that makes sense.


For repetitive motions, particularly for things like a rotating stage, I'll just edit the file and add a rotation append bone with a large ration (fewer registrations required).Β  But it's of limited use due to precision issues.Β  Just offering in case that's something that might be of use to you.

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349KARMAC0DE578 [2017-08-18 12:17:51 +0000 UTC]

So, is their a way to select the entirety of a bone part? Like, all of the arm motion, shit like that.Β 

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vasilnatalie In reply to 349KARMAC0DE578 [2018-08-20 19:40:12 +0000 UTC]

Use the range select functionality.Β  First, select all arm bones (with shift click on timeline or 3D view, or with box select.)Β  Change the range select drop-down to Sel Bone and enter a frame range you wish to select, then hit range-sel button.Β  That selects all registrations of all bones you have selected-- you can now copy these registrations and paste them to a different frame, mirror them to these frames or to a different set of frames, save them as .vmd (which you could load into a different file for use with expand functionality if you wanted), multiply of bone position-angle on them, or of course delete them.

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Trackdancer In reply to 349KARMAC0DE578 [2017-08-19 00:29:02 +0000 UTC]

Yes, if you have a good understanding of how to use the frames display you can pretty much extract whatever data you want.

It kind of works like a spreadsheet. Just not very intuitive.

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juliojakers [2017-02-10 17:21:22 +0000 UTC]

I have a question, What if i want to copy motion from lower spine, to upper spine..??
Because I have extra bone on my model, and this motion only use lower bone... that's why I want to copy and paste motion from lower spine to upper spine...
Thanks for this tutorial..

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vasilnatalie In reply to juliojakers [2018-08-20 19:44:07 +0000 UTC]

Select all lower spine bones, probably using range select.Β  Hit the copy button on the timeline.Β  Select your upper spine bone.Β  Edit->Paste to different flame, or keyboard shortcut F.Β  Deselect all registrations and reselect lower spine registrations.Β  Delete.Β  Viola, motion transferred to a different bone.

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Trackdancer In reply to juliojakers [2017-02-10 20:56:22 +0000 UTC]

Eh... You will need a spreadsheet to do something like that plus a converter program.

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yuu-333 [2016-12-02 19:28:41 +0000 UTC]

ummm how do i delete just one part of a motion? like i have this motion , and i want to delete the frames from 2152 to 2363 and keep the rest of the motion as it is .

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Trackdancer In reply to yuu-333 [2016-12-03 22:56:50 +0000 UTC]

Just delete the data you don't want.

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inside-our-mind [2016-10-06 11:42:54 +0000 UTC]

I have some models with 4-6 arms, and some with wings. I'm looking for a quick and easy way to copy motion from the main arms to the other arms, and have wings follow the arms (if the model brings his arms in, his wings fold up, and extending one arm will extend the wing) to exaggerate and accentuate the motion. It'd be painstaking to go through the whole motion and manually move the arms and fingers to perfectly match...
Do you have suggestions?

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Trackdancer In reply to inside-our-mind [2016-10-07 02:34:03 +0000 UTC]

Sorry, there's no quick fix for this. You might want to slave the other arms to the main arm using the outer parent function; honestly I'm not sure this would work though, but you never unless you try right?

As for the wings, use auto-flap wings. That's what I do nowadays. There's a tutorial in my gallery that shows how this is done.

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TiGiSenpai [2016-06-15 22:39:39 +0000 UTC]

How can I delete parts of a motion faster? The motion is 1800 frames and I only need 200 of it, stretched the frame manip. section still takes too long

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Trackdancer In reply to TiGiSenpai [2016-06-15 22:48:20 +0000 UTC]

How can I delete parts of a motion faster?

Easy!

- At the bottom of the Frames Display are two fields above the buttons 'range-sel' and 'expand'.Β 
- From your example you only need 200 frames but the motion is 1800 frames long.
- So in the fields enter 201 in the first field and 1800 in the second field.Β 
- Press the 'range-sel' button, make sure "All Frames" are selected in the drop box to the left.
- Then hit 'delete', either the keyboard button or use the button.

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TiGiSenpai In reply to Trackdancer [2016-06-16 15:03:12 +0000 UTC]

Oh, wow! Thank you very much Β 

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Trackdancer In reply to TiGiSenpai [2016-06-16 17:22:40 +0000 UTC]

YW

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inside-our-mind [2015-11-13 14:09:07 +0000 UTC]

I'm trying to rotate my model so that he's back-to-back with his dance partner (Like a mirror), but when I hit "play", he rotates back to the original position that the motion data started out in.
I can move him back just fine, as long as I use the "add bias to bone frame" command, but any attempt to use "Rotate" or "Move" fail horribly.
I'm selecting all the bones in the Edit drop-down, but it doesn't seem to make a difference.

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Trackdancer In reply to inside-our-mind [2015-11-13 18:58:12 +0000 UTC]

To reverse a motion data do the following:

1. Load the data onto a model.
2. Copy ALL the data from the model in the frames list.
3. Load the other model and REVERSE PASTE the data from the first model to the second one.

The motion should mirror perfectly on the second model. You can save this data also using the usual method.

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inside-our-mind In reply to Trackdancer [2015-11-13 19:32:26 +0000 UTC]

But how do I rotate. Reversing only makes the right hand move instead of the left hand. It doesn't make him stand backwards.

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Trackdancer In reply to inside-our-mind [2015-11-13 19:48:21 +0000 UTC]

Rotating the motherbone should do the trick.

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XVI-Nahax [2015-07-20 01:23:34 +0000 UTC]

First of all, sorry for my bad english

Hi, I have a question... In Uptown Funk's motion data, have only one file, but on the videos, there are 5 models dancing, how can I move the motion data?
Video: www.youtube.com/watch?v=Y48cYA…
Help?

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Trackdancer In reply to XVI-Nahax [2015-07-23 19:00:27 +0000 UTC]

Load the same VMD motion file on to each model and then move the model using it's mother bone to where ever you want it to be dancing.

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alexmowe In reply to Trackdancer [2017-01-26 09:42:21 +0000 UTC]

How do I create a vmd motion file like N SYNC - It's Gonna Be Me (www.youtube.com/watch?v=IQBO96… ?)?

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Trackdancer In reply to alexmowe [2017-01-28 22:36:14 +0000 UTC]

You will need to make the motion from scratch.

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Trackdancer In reply to alexmowe [2017-01-28 22:35:20 +0000 UTC]

From scratch.

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alexmowe In reply to Trackdancer [2017-02-27 04:53:50 +0000 UTC]

What kind of software can I use to make vmd motion file like N SYNC - It's Gonna Be Me?

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Trackdancer In reply to alexmowe [2017-02-27 17:58:05 +0000 UTC]

MMD

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XVI-Nahax In reply to Trackdancer [2015-07-23 19:36:27 +0000 UTC]

Thanks! :3

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basashiso-da [2015-02-12 14:42:38 +0000 UTC]

I'm trying to do a 1080p remake of this videoΒ www.youtube.com/watch?v=6yaTjl… , but with Yamato Bunny Puchi-Miku instead. (I can't get Animasa Bunny Puchi-Miku created by Suezo-ACT2 because loda.jp is closed down). My problem is that Yamato Puchi is more busty than Animasa Puchi, so her fingers keeps going inside her breasts. Is there a way to offset her fingers/hands a fixed amount forward for the entire video, by editing z-values somewhere, without changing the downloaded motion otherwise, letting her shoulders/head/torso/legs remain unchanged? I figure that only the angles of her arms would be changed this way? (It's my first try at MMD...)

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SteelDollS In reply to basashiso-da [2016-11-08 19:20:58 +0000 UTC]

I'd like to add to this. While you may still find some frames you have to adjust manually, I found that if you click to select the bone that will fix the problem (it's usually the shoulder bone for me, play with it and figure out what fixes it before applying it globally), and choose "select bone" from the drop down menu in the frame area, with 0-(end of motion) put in the frame selection, you can then simply apply Multiply of Frame Position Angle and adjust it numerically (by Y angle is what I use) to however much it takes (either positive or negative number) to adjust the bone over the entire frame sequence. (If you don't like the result, hit ctrl+z to undo it right away, and fiddle with it until you figure out how much of what angle needs adjustment.)

I discovered this just a short while ago and it's saved me hours of frustrating, imperfect work, when I try to use a motion and find that it has hands going through its own chest, simply due to a different model shape than the one used to create the motion.

But like I said, there's often a few key sequences you still have to adjust manually by hand to tweak it... but at least it's not a thousand corrections. Hope it helps.

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Trackdancer In reply to basashiso-da [2015-02-12 19:13:18 +0000 UTC]

With issues like this you need to manually correct the motion. Not that hard but it can be a wee tedious.

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ishma258 [2014-04-21 23:46:04 +0000 UTC]

QUESTION: can we reverse a portion of the motion..
like for example.. we have a total set of 6000 frames in the motion data
0 ~ 2000 normal motionΒ 
2001 ~ 4000 reverse motion
4001 ~ 6000 normal motion..
for better view of what im asking... here i saw this vidΒ  www.youtube.com/watch?v=y4fPpa… i was like wtf..
some part of this motion is reverse and still dancing in the same place... so i wonder hmmmmmm...

i already know how to reverse all of the motion just copy delete reverse etc. done

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Trackdancer In reply to ishma258 [2014-04-23 20:49:16 +0000 UTC]

Your thread went on for a bit, but let me clarify something for you and it may help in understanding how the whole system works.

The coordinate system used by all of the bones are relative to the point of origin. ie. 0x, 0y, 0z

The mother bone, is a special bone that most people just use to relocate a model in 3D space. But what it actually does is to redefine the point of origin that the model bones system uses for it's calculations. By default the mother bone (should be) is at the 3D world's point of origin (coords as given above). If you move/revolve the mother bone, that new point is the new origin point as far as the model is concerned. If you get this, then everything else should fall into place logically.

If you reverse a motion, in general do not reverse the mother bone's position if at all possible (or you know exactly what you're doing) and the reverse should work fine. In fact, don't mess with the mother bone at all unless you absolutely have to and that's just usually to offset the model's origin point. Contrary to what Ryukrieger Β wrote, don't mess with the mother bone especially in the manner that he outlined. That's a bad programming practice. Leave it at the world origin point if at all possible.

The location and orientation of the mother bone has a direct correlation with the way the leg IK bones behave. So if your motion is causing odd things happening at the feet, chances areΒ that the mother bone's orientation are at the source of the issue - fix that rather than manually having to edit the entire sequence. The tutorial here does caution the reader not to mess with the mother bone. Perhaps though, I should have put more emphasis on the point.

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Nintendraw In reply to Trackdancer [2015-04-09 03:40:56 +0000 UTC]

This could be a life-saver for me if I want to have my new personal model dance Mozaik Roll, or if I want to have LF's Kaito V3 dance Killer Lady, successfully. I'm not completely sure how to go about adjusting the mother bone though, or if that's even the issue here? The feet errors are much more difficult for me to hunt down in KL, but here's a bit of what happens in MR.Β youtu.be/jBeFXs0AyGw

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Ryukrieger In reply to Trackdancer [2014-04-23 22:04:47 +0000 UTC]

I should have explained the main purpose of the motherboneto ishma258 Β earlier but it slipped my mind, though just to be cautious, I did state I do non-dance motions, which is why touching the motherbone was more necessary as the models move across the stage in various locations, it is not a bad programming practice when it is necessary with perhaps non-dance motions. (Sidenote here is when the "model" checkbox is ticked, the camera follows the motherbone of the model, if that's missing, the centerbone)

On the other hand, the problem with changing the orientation of the motherbone (if what you meant was altering the rY), it would also move the model to the other side of the screen.
However, centerbone in combination with feet IK bones would also help on the matter when altering the position of the model provided it is a small amount of keyframe.

When reversing the frames, it would most likely alter the position of the model regardless of the motherbone, which is why I said to move the motherbone when reversing the motion, which is at the start of the reverse, but a transition motion would be necessary to smooth out the motherbone's movement between it, it is necessary when the model is away from its motherbone, as, I like said, it would upset the position of the motion for the entire reversed sequence as the centerbone and IK bones are reversed to the opposite locations.

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Trackdancer In reply to Ryukrieger [2014-04-23 22:29:35 +0000 UTC]

Basically the mother bone defines the models own world coordinates. That's the easiest way to think about it. This is why when you rotate a model, you should do so by manipulating a model using it's IK heel bones and mother bone rather than rotating the mother bone. Almost in all instances that I can think of, never rotate the mother bone.

I still disagree about having to touch the mother bone at all when reversing motion. I've never needed to do it. Moving the mother bone makes it very difficult to splice in additional motion segments.

I would agree with you when doing non-dance motions that usually it's easiest to move the model using the mother bone.

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Ryukrieger In reply to Trackdancer [2014-04-23 23:28:05 +0000 UTC]

Well, I agree, even when doing non-dance motion, sometimes I would leave the motherbone be unless I know I need to move it away from its current position in future frames, so by moving the motherbone slowly, it would be easier to move the model to its destination without spending even more time fixing it.
My cautions weren't off when I said it was because I do non-dance motion, so with your information, I can confirm for him/her that it is not necessary to move motherbone in dance motion unless it has to be moved.

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Ryukrieger In reply to ishma258 [2014-04-22 06:32:25 +0000 UTC]

To the best of my knowledge, it is best done with a model that have motherbone (some models labeled it as "master", too), only reversing the other bones, which all rely on the motherbone to determine their position. Of course that way isn't always perfect, there should always be fine-tuning after attempting a reverse. But that's the only way I know of on how to execute such thing (others might know more)

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ishma258 In reply to Ryukrieger [2014-04-22 13:35:12 +0000 UTC]

crap.. thank you men.. if you put it that way i think i need to enhance my knowledge more
about pmd/pmx if were talking about bones and all.. *jst started reading tutorials*
i've tried a test run of reversing some parts of the motion....
and it didn't go as plan, to simplify what happen the reverse parts went astray and then teleported back
to its original position...so yeah you REALLY need some fine-tuning on this.

this reversing some portions of the motion is really interesting for me
as a dancer in real life i love to reverse my steps and apply it to some of my members.
so i know that it would look good in MMD .. hahaha if only i know how to do itΒ xD

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Ryukrieger In reply to ishma258 [2014-04-23 08:16:10 +0000 UTC]

Hmm... yes, fine-tuning is important when reversing, the most important part of tuning is using the motherbone, of course.
Well, when I reverse motions (I make motions based on actions, as in, not dance motion since I'm not good with dancing, so the experience and process may be different), I use one of the feet as a base, after reversing the motion, I go to the motherbone, make sure the chosen feet is on the same spot, repeat for each motherbone if the feet is off-position.

But a dancer with good eyes like you would make it easier later on once you get used to the program XD So good luck!

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ishma258 In reply to Ryukrieger [2014-04-23 17:48:34 +0000 UTC]

alright let me put this down on my notes
thank you so much for this information...
i guess i have to do the "trial & error" thing..

YES! that IS the right word for it *GOOD LUCK* hehehe..

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Ryukrieger In reply to ishma258 [2014-04-23 17:58:20 +0000 UTC]

You're very welcome

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