HOME | DD

Trackdancer β€” MMD Tutorial: Eye bone structure

Published: 2014-07-21 23:48:49 +0000 UTC; Views: 17971; Favourites: 203; Downloads: 105
Redirect to original
Description People keep asking about this so here's the definitive answer.

Note: I have seen some edits where the eye bones are associated to an invisible bone in the head instead of the head bone. This works too but isn't a smart thing to do.
Related content
Comments: 74

Trackdancer In reply to ??? [2020-10-25 15:32:54 +0000 UTC]

πŸ‘: 0 ⏩: 0

YTPMV [2020-05-10 21:14:31 +0000 UTC]

πŸ‘: 0 ⏩: 0

yori4ka [2019-05-26 22:08:42 +0000 UTC]

You know you're a lifesaver?
THANK YOU

πŸ‘: 0 ⏩: 1

Trackdancer In reply to yori4ka [2019-05-27 10:04:53 +0000 UTC]

YW

πŸ‘: 0 ⏩: 0

IkoMMDonly [2019-03-09 22:38:32 +0000 UTC]

YAY IT WORKED! Thank you!!

πŸ‘: 0 ⏩: 1

Trackdancer In reply to IkoMMDonly [2019-03-10 15:22:59 +0000 UTC]

Well, at least I got this part right...

πŸ‘: 0 ⏩: 0

PonAkemi [2018-09-22 20:41:47 +0000 UTC]

oh gosh thank you!

πŸ‘: 0 ⏩: 0

XxxFaZeBearxxX [2018-09-18 03:29:10 +0000 UTC]

I have a question: The eyes are set up normally, but when rotating, the eyes pop out the side of the head. Is there any way to fix that? Thank you in advance.

πŸ‘: 0 ⏩: 1

Trackdancer In reply to XxxFaZeBearxxX [2018-09-19 02:12:42 +0000 UTC]

Most likely the bone associations are set up wrong. Sounds like instead of rotating in situ, the eye bones themselves are rotated by the controller bone.

πŸ‘: 0 ⏩: 1

XxxFaZeBearxxX In reply to Trackdancer [2018-09-19 02:24:29 +0000 UTC]

ah, ok!! thanks!

πŸ‘: 0 ⏩: 1

FilthyRaccoon In reply to XxxFaZeBearxxX [2019-07-06 02:07:56 +0000 UTC]

Any luck figuring this out? Been struggling with the same thing.

πŸ‘: 0 ⏩: 1

XxxFaZeBearxxX In reply to FilthyRaccoon [2019-07-07 06:33:45 +0000 UTC]

just move the eye bones closer to the eyes

πŸ‘: 0 ⏩: 1

FilthyRaccoon In reply to XxxFaZeBearxxX [2019-07-08 04:28:53 +0000 UTC]

Ah, alright. I'll give that a shot. Thank you!

πŸ‘: 0 ⏩: 1

XxxFaZeBearxxX In reply to FilthyRaccoon [2019-07-10 02:33:40 +0000 UTC]

yw!

πŸ‘: 0 ⏩: 1

FilthyRaccoon In reply to XxxFaZeBearxxX [2019-07-12 23:55:11 +0000 UTC]

So I tried it and somehow it made it worse- Would it be possible to message you about it further?

πŸ‘: 0 ⏩: 1

XxxFaZeBearxxX In reply to FilthyRaccoon [2019-07-13 02:22:20 +0000 UTC]

alright! i apologize in advance for delayed response as i'm making a model edit

πŸ‘: 0 ⏩: 1

FilthyRaccoon In reply to XxxFaZeBearxxX [2019-07-13 21:38:27 +0000 UTC]

Of course! Take your time and I'm grateful for any help at all!

πŸ‘: 0 ⏩: 0

drowzee-in-a-tux [2018-05-04 02:35:37 +0000 UTC]

Sorry for such a late response, but do you have any idea if there's a way to put a main eye bone if my model's head didn't come with one?? I can't find a tutorial for this.

πŸ‘: 0 ⏩: 1

Trackdancer In reply to drowzee-in-a-tux [2018-05-04 05:58:50 +0000 UTC]

There should be enough info in this tutorial to construct a proper eye structure system, or is there something I am missing?

πŸ‘: 0 ⏩: 1

drowzee-in-a-tux In reply to Trackdancer [2018-05-04 06:43:02 +0000 UTC]

Oh, I'm sorry. I read that it was just describing the structure, I didn't know that the tutorial here would help me be able to add my own bones.
My model's face has eye bones, but it doesn't have the main eye control bone that's supposed to control both bones.

πŸ‘: 0 ⏩: 1

Trackdancer In reply to drowzee-in-a-tux [2018-05-04 14:02:20 +0000 UTC]

Adding a bone is very easy in the PMXe. Plenty of tutorials around that shows how to do this. Then move it to the desired location and following the guidelines above, just link it up to the existing eye bones and you will have what you need.

πŸ‘: 0 ⏩: 1

drowzee-in-a-tux In reply to Trackdancer [2018-05-04 18:28:08 +0000 UTC]

Thanks, I've been trying to find the tutorials for adding a bone, but I've been having trouble finding them. Thanks for the information, I'll keep searching. ^^

πŸ‘: 0 ⏩: 1

Trackdancer In reply to drowzee-in-a-tux [2018-05-04 20:12:47 +0000 UTC]

If you look through the PMD Editing section of my tutorial gallery, there should be one or two tutorials that shows how to add bones. It is a basic editor function which is very easy to do once you know what to click.

πŸ‘: 0 ⏩: 0

InoliCanoli [2017-12-28 15:07:12 +0000 UTC]

Thank you so much! My model's eyes are fixed <3

πŸ‘: 0 ⏩: 0

PotatoElla1 [2017-11-12 21:11:51 +0000 UTC]

Thanks for the bone linking tut~ I was having issues with my model's eyes and this worked

πŸ‘: 0 ⏩: 1

Trackdancer In reply to PotatoElla1 [2017-11-13 05:05:59 +0000 UTC]

FINALLY!! Someone gets this without issues!

There's hope for humanity yet, except for those predictions about the Earth exploding or some rogue asteroid coming down from the Lord knows where and wipes out all life on the planet.

In the meantime, just going to grab some coffee and go watch the sunset as there's nothing to watch on TV...

πŸ‘: 0 ⏩: 1

PotatoElla1 In reply to Trackdancer [2017-11-13 05:27:00 +0000 UTC]

lol! Enjoy your coffee then

πŸ‘: 0 ⏩: 0

odairno [2017-09-07 00:50:55 +0000 UTC]

what's the number 74 for?? is that supposed to be the number for all models bc the eyes on mine went crazy with that?

πŸ‘: 0 ⏩: 1

Trackdancer In reply to odairno [2017-09-07 03:52:33 +0000 UTC]

In the tutorial example, the 74 number is the number assigned to the eye controller bone on this particular model. Simply, it is bone #74 in the bone list. The PMD Editor refers to bones by the bones' number in the bone list. It doesn't refer to bones by name. MMD does, but that's irrelevant here.

Specific to your question, you will have to identify the correct reference number of the eye controller bone on your model and then enter this number into the indicated field. This will immediately solve your problem barring any other issues.

πŸ‘: 0 ⏩: 0

lenxrin13 [2017-08-21 17:34:39 +0000 UTC]

How do you enlarge the texture? like, when I got an eye texture, they were really small on my model. I showed that they should be big when I got them, but when I used them, they just turned out really small. is it possible to make the textures bigger?

πŸ‘: 0 ⏩: 1

Trackdancer In reply to lenxrin13 [2017-08-22 03:21:27 +0000 UTC]

Yes it is possible to make textures larger. Not hard to do either.

πŸ‘: 0 ⏩: 0

Chaya-Alynna [2017-07-27 01:24:45 +0000 UTC]

is there a way to restore the top eye bone? I must have deleted it on accident @_@
Please help! it's for my BFF and I don't want it to act up!

πŸ‘: 0 ⏩: 1

Trackdancer In reply to Chaya-Alynna [2017-07-27 19:06:16 +0000 UTC]

Just make a new one and link it up per the tutorial.

πŸ‘: 0 ⏩: 0

PenguinTheft [2017-04-10 16:22:00 +0000 UTC]

does anyone know how to make fast movements with eyes?Β 

πŸ‘: 0 ⏩: 1

Trackdancer In reply to PenguinTheft [2017-04-10 18:08:26 +0000 UTC]

Your question is too broad; please be more specific.

πŸ‘: 0 ⏩: 1

PenguinTheft In reply to Trackdancer [2017-04-15 11:40:24 +0000 UTC]

Never mind, I finally grasped it.
Also, how do you make some movements faster than the other.?

πŸ‘: 0 ⏩: 1

Trackdancer In reply to PenguinTheft [2017-04-15 20:19:06 +0000 UTC]

Making movement faster in computer animation is a rather complex topic. As such I can't really answer your question here.

In a nutshell, you will use interpolation curves as well as make adjustments in the frames display GUI. That's the display on the left side of the MMD display.

If your animation is at 30 fps, then 30 columns is 1 second of animation. If you can grasp this concept, then you should be figure out how to make movements faster or slower.

πŸ‘: 0 ⏩: 1

PenguinTheft In reply to Trackdancer [2017-04-19 18:30:00 +0000 UTC]

Okay, thanks! ;3

πŸ‘: 0 ⏩: 0

TheSaphira-YT [2017-02-02 14:38:52 +0000 UTC]

I have a big problemΒ thesaphira-yt.deviantart.com/a…

πŸ‘: 0 ⏩: 1

Trackdancer In reply to TheSaphira-YT [2017-02-03 02:38:34 +0000 UTC]

Can't really tell from the screenshot. Might be you need to reposition the eye bones, but this is just a guess as there is insufficient info to make an intelligent analysis.

πŸ‘: 0 ⏩: 1

TheSaphira-YT In reply to Trackdancer [2017-02-03 06:04:58 +0000 UTC]

Thanks

πŸ‘: 0 ⏩: 0

Doughnutass [2016-09-07 05:26:10 +0000 UTC]

Help please c:
I used a different mmd model head with a different mmd base. When I deted the base's eye bones and placed the other model head there it looks fine in pmx. But when I loaded it in Β mmd and made it dance the eyes move but pop out of the model's head.Β 

πŸ‘: 0 ⏩: 1

Trackdancer In reply to Doughnutass [2016-09-08 01:06:34 +0000 UTC]

Check the weighting of the head bone.

πŸ‘: 0 ⏩: 1

Doughnutass In reply to Trackdancer [2016-09-09 02:24:44 +0000 UTC]

Thank you for replying! but sadly I have no idea how to do that.

πŸ‘: 0 ⏩: 1

Trackdancer In reply to Doughnutass [2016-09-09 02:54:34 +0000 UTC]

Redo the torso/head merge but do it in this manner:

1. Use the torso as the main model.
2. Use the head as the part to import.
3. On the torso, delete the head bone and any bones associated with it.
4. Before importing the head, delete everything below the head bone but keep the neck bone and center bone.
5. Now import the head and you should not have any more issues.

πŸ‘: 0 ⏩: 1

Doughnutass In reply to Trackdancer [2016-09-10 07:10:03 +0000 UTC]

Thanks! I'll do that
:3

πŸ‘: 0 ⏩: 0

Sweets900253 [2016-08-20 01:17:20 +0000 UTC]

I just made a model, and when I loaded a motion to it, the eyes were popping out of the eyelidsΒ 

How can I fix this?

πŸ‘: 0 ⏩: 1

Trackdancer In reply to Sweets900253 [2016-08-20 04:15:45 +0000 UTC]

Check your associations. Sounds like your eyes are connected to the wrong bone (possibly the neck bone - can't really tell without examining the model).

πŸ‘: 0 ⏩: 1

Sweets900253 In reply to Trackdancer [2016-08-20 12:46:09 +0000 UTC]

Oh okay, I'll check and see how I can fix it. Thank you!

πŸ‘: 0 ⏩: 0

AlixAllgood [2016-07-17 21:02:47 +0000 UTC]

Can I have some help? D:
My model's eyes aren't connected to the body or head at all, and I don't know what to do. I can move the head or body, but the eyes won't move with it. I tried setting a bone to the eyes, but it wouldn't register. I don't know what to do...

πŸ‘: 0 ⏩: 1


| Next =>