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Trackdancer — MMD Tutorial: Eye bone structure

Published: 2014-07-21 23:48:49 +0000 UTC; Views: 17971; Favourites: 203; Downloads: 105
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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.
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Comments: 74

Trackdancer In reply to ??? [2016-07-23 17:42:00 +0000 UTC]

Simply make the head bone the parent bone for the eye controller bone.

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AlixAllgood In reply to Trackdancer [2016-09-05 04:12:39 +0000 UTC]

Yes, I think I've figured it out already, but thanks for your help!

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KastaNik [2016-01-10 16:53:46 +0000 UTC]

What would one do if the eyes themselves go completely off the model like this? sta.sh/015hlrcw7ia2

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Trackdancer In reply to KastaNik [2016-01-15 19:14:41 +0000 UTC]

I would tend to think that the L/R eye bones center of rotation are at the root cause of the problem. Easy to test out if this is the case. Just rotate the bones directly to see if you get the same results.

Fix: depends on the cause but one sure fix solution is to just delete the eye bone structure and rebuild it from scratch. 

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xTenshi-Ameshisutox [2016-01-05 19:10:26 +0000 UTC]

I wouldn't ask but I have trouble with this. Whenever I load a model, the eyes aren't connected to it. How do I connect them to the eye bone? I also have a problem when I load the model, her eyes seem to disappear to the side but are still there.

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Trackdancer In reply to xTenshi-Ameshisutox [2016-01-06 21:29:01 +0000 UTC]

Does this happen to all models or just edits?

To connect bones, just establish parent/child relationships. For the eye bones, these are indicated in the tutorial.

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xTenshi-Ameshisutox In reply to Trackdancer [2016-01-06 22:01:13 +0000 UTC]

Just to this one edit I do. I'll see if I can get a picture to show because sometimes her eyes do it and sometimes they don't. I'm sorry to bother you ; ^ ;

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Trackdancer In reply to xTenshi-Ameshisutox [2016-01-06 22:49:40 +0000 UTC]

Please re-read the tutorial more carefully. The answer to your problem is in the there. If there is something you don't understand, please ask. Will be more than happy to help you get this fixed as based on what you report, the solution is very simple: make sure all the bones are parented to the head bone.

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Alexa2509 In reply to ??? [2015-08-20 21:51:40 +0000 UTC]

Thank you very much :'D

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Trackdancer In reply to Alexa2509 [2015-08-20 21:56:11 +0000 UTC]

YW

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Nintendraw In reply to ??? [2015-05-26 01:40:58 +0000 UTC]

What do the "Gr/Rotation+/Move+" options do, in the bones tab?

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Trackdancer In reply to Nintendraw [2015-05-26 20:18:03 +0000 UTC]

This field allows you to enter the constraints on certain bone movements.

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Nintendraw In reply to Trackdancer [2015-05-26 20:30:40 +0000 UTC]

I noticed the values say X and Z in local axes. Are those coordinates or some other number? (I wonder because Y is missing.)

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Trackdancer In reply to Nintendraw [2015-05-26 20:55:21 +0000 UTC]

The labeling is a little deceptive. Movements/rotations can be constrained along any of the axis using the Axis Limit field. The local axis fields are used for positioning/orientation purposes only if my memory serves me correctly; but I've never really looked into it much as most of the time the local axis are automatically placed and set when the model is loaded in. Besides, there's a plugin around that makes it easier to reset the local axis if this is needed.

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Nintendraw In reply to ??? [2015-05-24 20:06:07 +0000 UTC]

Sometimes, the dance motions I give my models make their eyes move way out of normal range. Is it a good idea to put angular constraints on the eyes via the above-head eye bone?

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Trackdancer In reply to Nintendraw [2015-05-26 20:18:46 +0000 UTC]

Better method is to fix the motion.

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tan-jun In reply to ??? [2015-02-19 15:17:19 +0000 UTC]

asdfghjkl; thank thank thank thank thank THANK YOU SO MUCH ;u; i've been looking for the tutorial FURRR AGEUSSS

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Trackdancer In reply to tan-jun [2015-02-19 20:36:53 +0000 UTC]

YW

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ScalyPride In reply to ??? [2014-07-22 20:36:48 +0000 UTC]

Awesome tutorial

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Trackdancer In reply to ScalyPride [2014-07-25 17:43:46 +0000 UTC]

TY

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MasterOfHelium In reply to ??? [2014-07-22 06:13:55 +0000 UTC]

Excuse me, where did you get English version of PMX editor? Would be handy
Also, could you please do a tutorial on how to make auto-rotating bones? I mean, take a car for example, you rotate one bone and all the wheels start revving automatically based on the rotation of that bone. I saw it involves IK magic of some sort.

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Trackdancer In reply to MasterOfHelium [2014-07-25 17:42:41 +0000 UTC]

Link is in my favorites gallery somewhere.

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larkal In reply to MasterOfHelium [2014-07-22 21:56:15 +0000 UTC]

Oh god, the "MMD Engine" good luck and much praise to who ever manages to figure it out...

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