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Published: 2014-05-15 20:27:26 +0000 UTC; Views: 8624; Favourites: 130; Downloads: 132
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Description
An explanation of a new feature introduced with MMD 9.10 that allows two or more articulated models to be linked.A more comprehensive tutorial on how to use the OP function in an animation can be found here:Β learnmmd.com/http:/learnmmd.coβ¦
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Comments: 71
lutsu25 [2021-12-28 11:34:14 +0000 UTC]
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Trackdancer In reply to lutsu25 [2022-01-03 01:03:07 +0000 UTC]
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larry-Xtremis [2021-11-13 18:25:00 +0000 UTC]
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Trackdancer In reply to larry-Xtremis [2021-11-14 03:10:26 +0000 UTC]
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larry-Xtremis In reply to Trackdancer [2021-11-14 18:23:41 +0000 UTC]
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larry-Xtremis In reply to Trackdancer [2021-11-14 18:07:39 +0000 UTC]
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larry-Xtremis [2021-11-08 18:38:14 +0000 UTC]
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Trackdancer In reply to larry-Xtremis [2021-11-09 00:29:27 +0000 UTC]
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larry-Xtremis In reply to Trackdancer [2021-11-09 11:50:08 +0000 UTC]
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Trackdancer In reply to larry-Xtremis [2021-11-11 00:28:23 +0000 UTC]
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larry-Xtremis In reply to Trackdancer [2021-11-11 09:55:06 +0000 UTC]
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Ghostkin-g [2019-10-06 02:35:07 +0000 UTC]
Hello, I have run into a problem with outside parenting that i cant seem to fix or find resources on to troubleshoot. The problem is, an object paired onto a model for a motion ( with op register and frame registered and everything properly done) remains visible when going through the frames of a motion, but as soon as i hit play on the playback the object disappears as if it was never loaded or drawn. this problem persists with every model i use, every motion i use, and every handheld object i use, and only when outside parented. Redownloading and installing mmd from scratch doesnt repair the issue, and its not a problem with my models or the objects- since it persists across all models and objects.Β
if there is any way you could help that would be fantastic, thank you.
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Trackdancer In reply to Ghostkin-g [2019-10-14 00:47:35 +0000 UTC]
Honestly, I haven't got a clue why this should be happening. The object being held has got to have gone somewhere. But I don't have enough info to even come close to a reason why this should be happening.
It just doesn't make sense. If you are tabbing through the frames and the everything is OK, but it totally fails if you press "play"; not logical.
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Ghostkin-g In reply to Trackdancer [2019-10-14 20:59:26 +0000 UTC]
unfortunately the object being elsewhere isnt the case. i agree it doesnt make any sense, making it difficult to trouble shoot. tabbing through frames works but playback doesnt. its weirdΒ
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Door303 [2019-08-26 16:45:19 +0000 UTC]
I am missing the OP register button, any clue as to why?
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Trackdancer In reply to Door303 [2019-08-27 16:13:45 +0000 UTC]
The "OP" button is in the Model Manipulation control panel cluster just above the "Register" button.
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Trackdancer In reply to Door303 [2019-08-28 16:25:05 +0000 UTC]
The OP function is only available in MMD for versions 9.10 and higher. Check your MMD version; if it turns out that you have an older version, upgrading should correct the problem. If on the other hand, your version is 9.10 or higher and the OP button is still missing; you could try reinstalling the program to see if that corrects the problem. If that fails, then, honestly, not being a programmer, I cannot tell you why it is happening.
However, the work around is to use the old method of attaching objects which is clunky. But basically, the object being held needs to be an accessory type model and this is attached to a specific bone on the model holding the object. It can be a real pain to maneuver the object correctly into place. Instructions on how to implement this method can be found inside this package:Β
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Door303 In reply to Trackdancer [2019-08-29 14:02:46 +0000 UTC]
Thank you so much. I appreciate the feedback.Β
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Trackdancer In reply to Door303 [2019-08-29 16:14:38 +0000 UTC]
YW. MMD is really interesting because it is so awkward. Stick with it; you will learn a lot about how computer gaming technology works as you can see first hand how many methods that we now take for granted works at their most basic level.
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zeroz52 [2018-12-01 07:22:56 +0000 UTC]
For whatever reason I can do all of this and properly save the motion, but when I load it up none of the information in the OP got saved.Β Keep in mind the OP frame got saved, but none of the paired bones got recorded.
What am I missing or does this only work if you save it in a PMM?Β I've even tried putting the object in the same PMX file as a morph and again works fine in the motion, but when I save and reload (the OP nodes did get saved) but none of the OP bones are paired.
Any help?
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Trackdancer In reply to zeroz52 [2018-12-03 20:26:21 +0000 UTC]
Did you OP Register the changes?
Check on the Frames Display GUI to confirm that your changes are indeed recorded.
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zeroz52 In reply to Trackdancer [2018-12-05 08:40:48 +0000 UTC]
I believe I did OP register.Β I clicked that button and in the frames display it logged the frame as it would for any other bone and the animation works just fine when I play it.Β The only issue is it doesn't when I save/reload.Β In fact the weirdest thing is when I load the save, the OP is registered on the frames display... just there isn't any information there, looks just like it does when you click OP for the first time.
I'm entirely self taught (which I think we all are) so I'm wondering if its a simple setting I didn't select or a button I didn't click.Β For saving it you just set up the OP and click OP Register, then when saving you just include that in with the select all bone, facial, display/IK/OP and save and you're good right?Β Anything I'm missing or anyone have a simple motion I can DL which has an OP in it that I can check?
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Trackdancer In reply to zeroz52 [2018-12-05 18:05:12 +0000 UTC]
OK, just tested this to make sure I am giving you the right info. For the record this works and the tutorial is correct.
This is how it works:
1. For still picture making: Just press the OP Register button
2. For animation making: Click both the OP Register as well as the Frame Register button
Once the Frame register button is pressed, it will populate the fields and this serves that the data is in memory. After this save your animation as usual.
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MidnightInk-Chan In reply to Trackdancer [2018-12-25 18:48:27 +0000 UTC]
Hi yeah I'm having the same issue and I've looked at process again and again but the accessory just goes to the floor it doesn't go to where I want it have any tips? To clarify: When I save it and reload it it goes to the floor and It's driving a tad bit insane.
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Trackdancer In reply to MidnightInk-Chan [2018-12-26 19:30:09 +0000 UTC]
Alright; this is IMPORTANT in case it is not obvious and it is not.
Take for example the following scenario:
1. You have your character model and she is holding a ball which she will throw. Both are PMX models.
2. So at the beginning you have to OP connect the ball to the character. Just follow the instructions above and remember to register both the OP association and the frame association.
3. Now you have TWO entities that has motion to be accounted for: the character and the ball.
If you only save the motion of the character, only his/her motion is saved but not the ball's. So when you reload the motion, you will get exactly the results you reported above.
To save correctly you must, therefore, save both the ball motion and the character's motion. The easiest way to do this is to save your work as a PMM file which captures everything. You could also save the motion for the character and the ball separately but this is more work and potentially could be problematic.
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SchlongPool In reply to Trackdancer [2020-11-15 10:51:25 +0000 UTC]
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Trackdancer In reply to SchlongPool [2020-11-18 22:09:15 +0000 UTC]
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SchlongPool In reply to Trackdancer [2020-11-26 22:42:59 +0000 UTC]
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Trackdancer In reply to SchlongPool [2020-11-28 10:48:35 +0000 UTC]
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MidnightInk-Chan In reply to Trackdancer [2019-01-02 01:57:18 +0000 UTC]
Okay, thank you very much.
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Maycrofy [2017-08-11 03:39:44 +0000 UTC]
Thanks Trackdancer. But when I change frames to grab or release object, the object just appears in another place (it still moves along the selected bone) is anyone else having this problem?
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Trackdancer In reply to Maycrofy [2017-08-12 08:43:32 +0000 UTC]
You need to release the object and register its position at the point of release or you will get the symptoms described.
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Cartoondude135 [2016-01-28 01:10:23 +0000 UTC]
Where can I DL that tommy gun in this tutorial pic? That's exactly what I'm looking for!
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Holy-Ra [2015-10-03 21:51:46 +0000 UTC]
can you give me a quick explanation cause when i zoom in, it goes all blury
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Nintendraw [2015-04-28 18:09:09 +0000 UTC]
Awright, now I can make sweet Fire Emblem dracoknight pics like this one! Thank you! 8DΒ fav.me/d8rdgcg
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bulldoozer88 [2014-11-12 00:01:37 +0000 UTC]
Hello, just checked your tutorial :S i want to attach one model's hand to another's hip, (i wanna do that with 5 models so they kinda make a barrier more or less like thisΒ 24.media.tumblr.com/tumblr_m51β¦
but when i attach the "hip" bone to the other char's hand bone it just does not work... what could i have done wrong? :S
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Trackdancer In reply to bulldoozer88 [2014-11-14 19:40:18 +0000 UTC]
Your link's no good, but in general, you need to be careful when attaching humanoid models to other humanoid models. The function is really designed to be used for animated models to hold or be attached to inanimate objects:
Example:
Driver to a car
Singer holding microphone
But still it's just a function so I don't see why you're having problems getting one model's hand bone associated to another model's hip bones. It's possible that you've misread the interface options and have tried to create a recursive link but lacking more information I can't really tell you what the issue you're having is.
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ValeriaOnePiece [2014-07-19 09:52:47 +0000 UTC]
One question: Can I attach a stand microphone to Miku's hand and attach the microphone to the axis?
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Trackdancer In reply to ValeriaOnePiece [2014-07-20 21:21:26 +0000 UTC]
If they (all 3) are separate models. But if the mic/stand model allows it I believe you can. Have to try it myself to see if it works, but the standard solution is that Miku, the stand and the microphone are 3 independent entities.
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sky-commander [2014-06-20 04:32:41 +0000 UTC]
actually this is just what i was looking for, so ignore my other comment! XD sorry.
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Trackdancer In reply to sky-commander [2014-06-20 20:51:02 +0000 UTC]
Read but 'ignored' per your instructions.
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tao63 [2014-05-20 12:45:13 +0000 UTC]
In other words, I can attach Kaito to Miku's arm? Boy I always wanted to use a Kaito as a weapon
Anyways this is neat! I'm always intimidated by the newer interface since I've been using 7.39 for two years so I'm so attached to it and the newer versions didn't seem to have any new useful functions for animations so I didn't really bother...Until this one!
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Trackdancer In reply to tao63 [2014-05-21 00:35:11 +0000 UTC]
You should consider upgrading to 9.10; especially since you do a lot of motion development work. It has some really nice new tools to aid in that endeavor, this being one of them. It also renders better than the older versions, but that observation is subjective. From my viewpoint, I feel that 9.10 is far superior than 7.39 in many ways. So much so that I no longer keep previous versions on my PC.
Yes you can use this feature to attach Kaito to Miku. A more serious application would be for a mother carrying a child for example. Or A mother pushing a stroller with an infant in it and all three being separate models (which has its advantages).
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tao63 In reply to Trackdancer [2014-05-21 16:50:59 +0000 UTC]
Oh well I guess I'm going to miss the old simplistic design. I just need to get used to it
If only this existed (or found out about this earlier) I didn't need to struggle with this animation tao63.deviantart.com/art/Neko-β¦ and made more complex movements. Either way this is really a huge step on MMD animations and I can think a lot of crazy things just with this function alone
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Trackdancer In reply to tao63 [2014-05-22 02:24:34 +0000 UTC]
Yep, I remember that really nice duo animation and you're correct. With this new feature you just make theΒ chibi Miku model the child of the Miku model and basically you're done. No need for the tons of fine adjustments every time the models move.
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BloodyKylie [2014-05-18 07:38:42 +0000 UTC]
Oh, I made a similar tutorial somewhen earlier
fav.me/d7ghrvx
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