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Published: 2013-10-23 20:01:47 +0000 UTC; Views: 14110; Favourites: 228; Downloads: 176
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Description
Many thanks to ~xxSoulsealerxx for pointing out to me you can create facials from within the Transform View window.Bone Facials Intro: fav.me/d6ri1h1
Groups Primer: fav.me/d6hwrm6
Alice and her whip being creative: youtu.be/zOsWLmmvvNc
Additional Notes:
Joining Facials
Per ~xxSoulsealerxx you can actually make the facials by moving the bones and using the same method to create facials from within the Transform View screen. This is great if you are only creating facials that uses only one bone. With facials that require multiple bones, you can do as suggested above or create a group of single bone facials and by using the (J)oin command available in the FACIALS tab, combine them into a single slider.
Facials can be joined in much the same manner as materials, the method is the same. You can only join facials of the same type but you can group different types of facials (see below). The three facial types are:
- VERTICES facials (these are the standard ones - basically morphs)
- MATERIAL facials (these change the property of materials)
- BONE facials (as noted in the tutorial above these facials move bones)
Joining facials is a destructive process. The two joined facials are combined into one. You can save the facials to file first as a backup in case you think you're going to mess up.
Grouping Facials
Per ~larkal you can also group existing facials to create essentially a facial macro (making one slider operate several facials at the same time). To do this:
1/. Go to the FACIALS tab and select (CTRL click) the facials you want grouped.
2/. Right click to open the context sub menu and select the (CTRL+G) group option.
This creates a new group facial at the bottom of the facials list and it's coded brown. It defaults as an OTH type facial and also needs to be manually added to the facials group in the Groups list. Also, per ~larkal , some groupings can lead to odd behaviour in MMD.
Grouping facials is a non-destructive process. The original facials are left intact.
Hope these help and many thanks to ~xxSoulsealerxx and ~larkal for their additional information.
Related content
Comments: 54
PhantomPhan14 [2022-09-09 09:33:06 +0000 UTC]
π: 1 β©: 0
ZeldaMLP [2019-02-03 18:15:51 +0000 UTC]
I load in a pose file, and there is no new morph, or if Iβm on a morph I want to make that pose, it doesnβt do anything, what am I doing wrong?
π: 0 β©: 1
Trackdancer In reply to ZeldaMLP [2019-02-03 20:27:30 +0000 UTC]
If you're using the EOScustom version of the PMXe, this function seems to be broken; so you're not doing anything wrong.
π: 0 β©: 1
ZeldaMLP In reply to Trackdancer [2019-02-03 20:45:19 +0000 UTC]
How can I tell if itβs the custom version? And if it is, how do I get the one that does have that feature?Β
π: 0 β©: 2
Trackdancer In reply to ZeldaMLP [2019-02-06 01:49:17 +0000 UTC]
If you open up the "About" panel it will tell you what version it is; I really wish there is a fully functional translated version of the PMXe but am not aware of any. For the tutorial, I actually used the PMDe which is fully functional but lacks some of the special functions of the PMXe.
π: 0 β©: 1
ZeldaMLP In reply to Trackdancer [2019-02-06 21:57:07 +0000 UTC]
Where did you get the fullyfuncional pmd editor? You mind sending me a link?
π: 0 β©: 1
Trackdancer In reply to ZeldaMLP [2019-02-07 01:25:46 +0000 UTC]
I would if I could find it again. The version that I used in the tutorial was on my old laptop but after it died, I was not able to find the link to the PMDe that I had on it; so like I am stuck with the same version of the PMXe that you have and a lot of the more useful functions are not working. In fact, it cannot even load .x format files, which really sucks.
π: 0 β©: 0
ZeldaMLP In reply to ZeldaMLP [2019-02-03 21:22:03 +0000 UTC]
I should be asking where you got your version of the editor
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Dewani90 [2018-02-26 13:01:11 +0000 UTC]
you know, you can actually bypass the MMD part, just pose them on transformation view, the process is basically the same.
π: 0 β©: 1
Trackdancer In reply to Dewani90 [2018-02-26 19:27:36 +0000 UTC]
Yes but the reason why the tutorial was written this way was to highlight the fact that this could be done.
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Kropiciel [2017-03-21 09:53:50 +0000 UTC]
I tried to make a finger spread facial to trackdancer.deviantart.com/art⦠, but even though I followed the instructions: spread fingers in mmd, save pose data, load model in pmx, F9, load pose data, add bone morph - it threw an error on me, "No deformation state can be recorded in the bone morph."
When I save all the bones' position in MMD and then repeat the procedure with PMX, it creates a new morph, however the thing that's moving is hair, the fingers stay intact in default position. Why is this happening and how can I fix it?
π: 1 β©: 2
Trackdancer In reply to Kropiciel [2017-03-21 18:55:56 +0000 UTC]
"... spread fingers in mmd, save pose data..."
Question: when you load your saved posed on to your model in the PMXe, can you see the pose on your model's hand?
π: 0 β©: 1
yori4ka In reply to Trackdancer [2017-11-16 21:03:15 +0000 UTC]
Sorry for bothering, but I have exactly the same problem.
When I load pose in Pmx the bones I moved become green, but I can see no pose on the model. I tried using japanese versions, but that didn't help me
π: 1 β©: 1
Trackdancer In reply to yori4ka [2017-11-18 22:54:56 +0000 UTC]
This happens when you're not actually saving the pose data. Make sure that you select all the applicable bones before saving. We selected bones are red color in the display. If in doubt, select everything before saving the pose data.
π: 0 β©: 1
yori4ka In reply to Trackdancer [2017-11-19 19:18:25 +0000 UTC]
Nope, that doesn't help.Β
When I selected everything nothing changed.
I thought that the problem was with the bones I tried to move(they were wings' bones), but when I tried to do this with other bones nothing happend.
I tried using another models, but they have the same problem.
π: 0 β©: 1
Trackdancer In reply to yori4ka [2017-11-20 11:31:59 +0000 UTC]
Try using the Japanese version of the editor.
π: 0 β©: 1
yori4ka In reply to Trackdancer [2017-11-20 21:43:17 +0000 UTC]
Unfortunately, it didn't helpΒ
π: 0 β©: 1
Riveda1972 In reply to Kropiciel [2017-03-21 11:04:03 +0000 UTC]
LOL... I just had the same trouble a few minutes ago.
It seems the problem is the English version of PMX Editor.
I tried with the japanese version (v222 64 bit) and it worked
π: 0 β©: 1
Kropiciel In reply to Riveda1972 [2017-03-21 12:11:56 +0000 UTC]
Thanks for a quick response!
Oh wow that is actually true. However I needed to delete my previous .vpd and create it anew, as I couldn't even load it. The slider also moves hair, but that's probably model's fault - hair bones don't show in mmd, but they do in pmx and I have to remove the link through the "morph" tab.
I hope I don't have to use japanese version too often, since I get a ton of errors before it opening. I wonder if Β there's a way to get it working properly on english version...
π: 0 β©: 0
NightLightStar01 [2016-01-04 04:52:30 +0000 UTC]
I have a sight problemΒ sta.sh/01axw887okl3
every time I put in the hands pose that happens to me ; ___;
and the Aryans tried PMXe-PMDe
please help me how to solve it
π: 0 β©: 1
Trackdancer In reply to NightLightStar01 [2016-01-06 21:26:06 +0000 UTC]
That might just be a display aberration which you can safely ignore. It happens on my PMDe too sometimes.
π: 0 β©: 0
Shadow--Legacy [2015-10-27 23:41:26 +0000 UTC]
I've got a question kinda related to the first part of the tutorial... when I try to load just any pose in Transform View mode, the model crashes, looking like a huge mass of deformed vertices and not actually loading the pose correctly. Is there anything wrong with the editor, anything wrong I'm doing? If you could help me I'd be very thankful >_<
π: 0 β©: 1
Trackdancer In reply to Shadow--Legacy [2015-10-28 20:52:46 +0000 UTC]
Just pose manually if pose data fails. The PMD Editor sometimes just isn't the most stable environment.
π: 0 β©: 0
MatoMatsuri [2015-09-03 23:04:25 +0000 UTC]
This is so useful! Thanks for making this!
π: 0 β©: 1
Nintendraw [2015-04-28 11:57:59 +0000 UTC]
Just what I needed to make a bipedal dragon. Thanks!
π: 0 β©: 1
NekoInu12 [2015-01-16 14:38:55 +0000 UTC]
I did not understand the grouping and checking of boxes when I click the (M) nothing happened no facial appeared from the bottom
π: 0 β©: 1
Trackdancer In reply to NekoInu12 [2015-01-18 22:42:05 +0000 UTC]
I'm sorry but I'm not sure how to address your issue, the instructions as given in the tutorial are pretty clear.
π: 0 β©: 1
snoppyiop [2014-09-27 23:46:24 +0000 UTC]
What can I do if I want to delete facials on PMX?
π: 0 β©: 1
Trackdancer In reply to snoppyiop [2014-09-29 21:22:39 +0000 UTC]
Just goto the facials tab in the PMD Editor and delete unwanted facials from the list.
π: 0 β©: 1
snoppyiop In reply to Trackdancer [2014-10-02 20:51:56 +0000 UTC]
But the facials are connected through the hair and skirt. Is there any way to connect these bones to another facial.
π: 0 β©: 1
Trackdancer In reply to snoppyiop [2014-10-04 18:05:59 +0000 UTC]
Sorry but I have no idea what you're talking about - post a screenshot please.
π: 0 β©: 1
snoppyiop In reply to Trackdancer [2014-10-05 19:31:26 +0000 UTC]
snoppyiop.deviantart.com/art/Mβ¦
π: 0 β©: 1
Trackdancer In reply to snoppyiop [2014-10-09 18:10:01 +0000 UTC]
Looks like someone else is helping you out with this so, I sign off on this then. Good Luck
π: 0 β©: 0
Supurreme [2014-02-23 23:00:17 +0000 UTC]
Oh, gosh, thanks so much! This will be very useful!!!
π: 0 β©: 1
Trackdancer In reply to Supurreme [2014-02-23 23:07:23 +0000 UTC]
Yeah, it really comes in useful - I use this technique quite a lot myself.
π: 0 β©: 0
brsa [2013-10-24 08:18:38 +0000 UTC]
Only works with PMX? no wonder it was no good for me XD
π: 0 β©: 1
Trackdancer In reply to brsa [2013-10-24 08:39:49 +0000 UTC]
Yeah, the PMX format really does seem to have a lot of significant advantages the more I look into it.
π: 0 β©: 0
Trackdancer In reply to BlakeJX [2013-10-24 08:38:03 +0000 UTC]
I thought that you might think so
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BlakeJX In reply to BlakeJX [2013-10-24 06:56:36 +0000 UTC]
Wonder if one would use this to simplify motion datas like walking, grouping the leg facials together and using the sliders to make a model walk
π: 0 β©: 0
larkal [2013-10-24 00:02:21 +0000 UTC]
Thank you for the gift and I'm glad I could be of help. Excellent tutorial, hopefully this will streamline things when I make bone facials. Something I forgot to mention about group facials is that if you delete or move around facials, the facials in the group might be swapped with the other facials, of course, like I said on the other tutorial, I use 1.3.8 so it might have been fixed in newer versions.
π: 0 β©: 1
Trackdancer In reply to larkal [2013-10-24 01:03:14 +0000 UTC]
So far, I've not encountered any quirks. I'm currently using 0.1.3.9.
π: 0 β©: 0
Nagara01 [2013-10-23 20:47:50 +0000 UTC]
this is really awesome i just wish i could do this, i looked at your other one and i didn't understand it either i'm sorry
π: 0 β©: 1
Trackdancer In reply to Nagara01 [2013-10-23 21:15:57 +0000 UTC]
Well, that's partly my fault. These two tutorials were really written for people with some familiarity with PMD, plus editing and creating 3D models for MMD. They're here just to highlight other ways of doing things. Because the PMD UI is in Japanese and most of us "Overseas" don't read Japanese, a lot of the features of the program are essentially unknown to us, so sharing information like this can be helpful.
π: 0 β©: 1
Nagara01 In reply to Trackdancer [2013-10-23 21:50:09 +0000 UTC]
even if i could make my own i prob still wouldn't get it, i have great understanding of the programs basics on what i need to do which i feel kinda put out not being as smart as everyone else but just being able to edit models the way i do makes up for that bad feeling
π: 0 β©: 2
Trackdancer In reply to Nagara01 [2013-10-23 23:25:25 +0000 UTC]
Another method that's great for learning about PMD is to look at what some of the better modelers from Japan have done with their models and try and figure out how some of the things were done and what's possible.
π: 0 β©: 1
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