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Published: 2012-08-05 09:17:07 +0000 UTC; Views: 38477; Favourites: 673; Downloads: 433
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Description
Simple method on how to scale down motion data for use with chibi-sized models.Important Note:
The figures I used are for demonstration purposes only, they cannot and should not be applied in all circumstances. You will need to make adjustments to match each individual model and motion data set. So for example, when I did my Chibi Music Class video, although all 5 chibis used the same motion, each one required a different set of adjustment ratios (well 4 of them did anyway, Chibi Zatsune Miku and Chibi Miku used the same ratios).
Additional Notes: courtesy of Kas97
1/. Nendoroids will need to use ratios of around 0.4:0.9 - see his her notes in the comments below for specific details
2/. A useful tool (software) for fine tuning motion data to fit a specific MMD model: http: //yumin3123.at.webry.info/200811/article_1.html
Example video links (YouTube):
MMD Chibi Music Class - youtu.be/OYLAGXwKzaI
Related content
Comments: 224
MarcelineIshEpic In reply to Trackdancer [2013-03-25 10:03:20 +0000 UTC]
What ratios should I use for Puchi Miku?
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Trackdancer In reply to MarcelineIshEpic [2013-03-25 10:30:03 +0000 UTC]
Same principle as outlined in the tutorial applies as long as the bone structure is proportionally the same as a normal human model. If the bone structure is distorted too much from the norm you're out of luck as the program cannot compensate for this degree of distortion - so that's why Sonic, Pokemons and similarly boned models need to have motions for them modified by hand or made from scratch.
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chibicookie602 In reply to ??? [2013-02-17 19:08:51 +0000 UTC]
what ratios would i use for sonic characters?
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Trackdancer In reply to chibicookie602 [2013-02-17 19:13:33 +0000 UTC]
Look at the character's bone structure and compare it to that of the default Miku. Try and work it out from there.
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chibicookie602 In reply to Trackdancer [2013-02-17 19:43:57 +0000 UTC]
i did that a bunch of times and i still couldn't find it
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Trackdancer In reply to chibicookie602 [2013-02-17 20:28:07 +0000 UTC]
That is a problem with non-humanoid models. Sorry you're on your own on this one. Try asking ~Kas97 , she's good at figuring out these things.
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chibicookie602 In reply to Trackdancer [2013-02-17 20:31:39 +0000 UTC]
okay is he/she online now?
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Trackdancer In reply to chibicookie602 [2013-02-17 20:40:00 +0000 UTC]
She lives on another continent on the other side of the Pacific Ocean. Want me to make an International call on your behalf to find out? Dang you're on the Internet, note her already or something, kay? LOL
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chibicookie602 In reply to Trackdancer [2013-02-17 20:41:31 +0000 UTC]
hehe no i meant is she online? i did note her
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chibicookie602 In reply to chibicookie602 [2013-02-17 20:33:16 +0000 UTC]
sorry is she online
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Chestnutscoop In reply to ??? [2013-01-05 16:23:07 +0000 UTC]
What ratios would puchi use? And PD chibi Gumi if you know?
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Trackdancer In reply to Chestnutscoop [2013-01-05 21:47:20 +0000 UTC]
OK, I spent about a half hour sorting out chibi Gumi's bones. After fixing them I ran her thru the motion used here ([link] ) using the following ratios: Position: 0.75 / Angle: 0.10 (you can use 0.15 for finer tuning).
Worked perfectly.
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Trackdancer In reply to Chestnutscoop [2013-01-06 12:04:13 +0000 UTC]
YW - make sure you read my correction - there's a typo in my response.
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Trackdancer In reply to Trackdancer [2013-01-05 21:58:43 +0000 UTC]
CORRECTION: Angle: 0.85 - 0.90
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Trackdancer In reply to Chestnutscoop [2013-01-05 21:29:35 +0000 UTC]
I've downloaded the model to check - be careful with this model, it has some serious errors with some key bone associations and functions.
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Trackdancer In reply to Chestnutscoop [2013-01-05 20:59:24 +0000 UTC]
The method shown here should work for PD chibi Gumi exactly as indicated above. Just put her alongside Mamama's Gumi and that should give you an indication of what the ratio should be. So far as I can tell, she has no distortions to be concerned about.
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Trouble-san In reply to ??? [2012-12-08 05:50:55 +0000 UTC]
So, any tips on Sonic character models? They have more or less the same basic bone structure, but not only are t hey small, but they over sized heads/hands/feet that tend to clip through each other (especially the hands and heads). Scaling the motion data down only does so much.
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Trackdancer In reply to Trouble-san [2012-12-08 06:01:41 +0000 UTC]
Probably should be treated as for Nendoroids - see note above. Honestly, I've never used motion data on ripped models so I can't really help much here.
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BloodyCrazy In reply to ??? [2012-11-16 08:02:04 +0000 UTC]
Yay! I was wondering how to get my Aoki Lapis model to take to MD....
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Trackdancer In reply to BloodyCrazy [2012-11-16 17:36:48 +0000 UTC]
I've never tried it with a model that small; it'll be interesting to see how it works out. The same method outlined here should work.
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BubzDesu In reply to ??? [2012-11-03 01:37:03 +0000 UTC]
Thanks for this, it helps a lot
I mean it, it seriously does XD
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Blazythehedgehog In reply to ??? [2012-10-29 18:41:19 +0000 UTC]
thank you it work i test it on chidi miku (miku little sis) and it WORK!
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Trackdancer In reply to Blazythehedgehog [2012-10-30 00:43:56 +0000 UTC]
It's so nice to be right ...
LOL
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kochmann799 In reply to ??? [2012-10-05 01:57:06 +0000 UTC]
Why do I always find things I never knew I wanted from you? lol
Making me double glad I do have them, although there was no need but yeah... ;D
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Sinamuna In reply to ??? [2012-09-13 09:39:49 +0000 UTC]
Could you list ratio examples for models like the really small, rigged Pokemon? Like, Pikachu from here: [link] The original link/page is down since the user deactivated. T_T But there's an example of the size. And his ears have motion too but they go all wonky no matter what motion I put in them. >.>
I've tried messing with the stats/ratios on him (and an Audino rigged model) but I think I mess something up because they hardly move at all with certain ratios I put in. I'm no math expert so it's hard to figure out what numbers should fit best. >_<
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Trackdancer In reply to Sinamuna [2012-09-13 12:02:35 +0000 UTC]
A Pokemon isn't exactly "human".
For the most part chibi's are scaled down versions of larger models. They retain the same basic bone structure which is why its possible to scale down motion for them. Pikachu, for example, does not have the right bones structure. If you want motion data for Pokemon, then its got to be custom made.
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EpiclyAwesomePrussia In reply to ??? [2012-09-09 14:52:33 +0000 UTC]
I have a question~... :<
If I wanted to do this with a chibi model like this one: [link]
What ratio would I have to use? ono;
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Trackdancer In reply to EpiclyAwesomePrussia [2012-09-09 18:01:25 +0000 UTC]
The ratio to use is computed from the size of the original model that the motion was built on and the target chibi. Although this type of chibi is highly distorted, its bone structure is still proportionally "normal". So when you're trying to figure out the correct ratio, look at the bone structure and not at the external form.
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EpiclyAwesomePrussia In reply to Trackdancer [2012-09-09 18:06:24 +0000 UTC]
...Um.
... I'm still confused. ;W; I'm sorry.
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Trackdancer In reply to EpiclyAwesomePrussia [2012-09-09 18:15:08 +0000 UTC]
Try 0.75 to start with and work from there.
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Trackdancer In reply to electricdar [2012-08-11 04:49:15 +0000 UTC]
You're welcome, hope it's useful.
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electricdar In reply to Trackdancer [2012-08-11 17:22:06 +0000 UTC]
it most certainly is :3
I've been wondering about this for a while
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vocaloidfantasy In reply to ??? [2012-08-10 21:27:32 +0000 UTC]
I was crazy looking for this tutorial! Thank you very much!
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Invader-Alexis2 In reply to ??? [2012-08-08 19:33:00 +0000 UTC]
Faved for future reference, thanks! ^w^
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emmystar In reply to ??? [2012-08-07 21:51:29 +0000 UTC]
I wonder how it goes with the opposite!
I love this tutorial, very useful! ^^
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Trackdancer In reply to emmystar [2012-08-07 22:42:12 +0000 UTC]
You can scale up motions too, and in some (rare cases) you will need to - a lot of it depends on the location of the model's center bone relative to the ground plane.
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