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Trackdancer — MMD Tutorial on Chibi-sizing Motion Data by-nc-nd

Published: 2012-08-05 09:17:07 +0000 UTC; Views: 38480; 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

emmystar In reply to ??? [2012-08-19 22:28:45 +0000 UTC]

That sounds like a hard work!!

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Trackdancer In reply to emmystar [2012-08-20 00:51:18 +0000 UTC]

Nope - just have to be good at guessing the correct ratio to use.

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emmystar In reply to Trackdancer [2012-08-20 06:06:12 +0000 UTC]

Ah, OK

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Kas97 In reply to ??? [2012-08-06 10:35:12 +0000 UTC]

For Nendoroid models, the position:angle ratio seems to be even bigger... I tested with Saboten's nendoroid GUMI model (I don't have Enamel-P's, he's closing his site until 7th August) and Senaka-P's Strobo Nights motion data, and the right ratio was 0.4:0.9 wwww
I guess that's because nendoroid models have fatter bodies than resized chibis... Anyway, can you add this to the description as a notice? So people don't have to blow their head up just to fit motions into nendoroid models wwww
Btw, I saw this introduced on Misakiru! blog: [link] It looks like it does the same thing this trick do, but I haven't tried it yet, so I can't tell the difference.

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Trackdancer In reply to Kas97 [2012-08-06 13:20:33 +0000 UTC]

You would be correct, the position:angle ratio would be greater for a nendoroid. The reason for this is because the positions of the bones in a nendoroid are distorted relative to the "norm" along with it's physical body.

The tool on Misakiru's blog looks interesting. Should be useful for people who want to/need fine-tuned motion data.

Noting your key points in description above - thanks

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Kas97 In reply to Trackdancer [2012-08-07 03:01:32 +0000 UTC]

Thanks for that. And btw, you've mistaken my gender
Btw (x2), do you know Japanese? Motion Converter looks useful but I don't know how to tweak it... If you know the language, you might be able to help with adding external translation.

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Trackdancer In reply to Kas97 [2012-08-07 05:16:01 +0000 UTC]

Opps - ok gender corrected

Japanese - I don't but based on Google Translate and the screenshots I've more or less figured out how the motion converter works.

Basically, you need to:
1/. Open the vmd file you want to convert
2/. The model that the motion data was built using
3/. The destination model for the modified vmd file

The program calculates the new values based on the relative positions of the center and IK bones. You can also enter parameters manually to fine tune the procedure.

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Momoka193 In reply to ??? [2012-08-06 02:35:19 +0000 UTC]

Thanks for the tutorial~! ^o^

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Trackdancer In reply to Momoka193 [2012-08-06 04:09:38 +0000 UTC]

NP

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Nodiel-71 In reply to ??? [2012-08-06 00:32:13 +0000 UTC]

I needed this so much for Sara. Thank you!

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Trackdancer In reply to Nodiel-71 [2012-08-06 01:09:04 +0000 UTC]

You are most welcomed

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FUZZInekoMIMI In reply to ??? [2012-08-05 16:24:38 +0000 UTC]

This helps..so much

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Trackdancer In reply to FUZZInekoMIMI [2012-08-05 16:32:31 +0000 UTC]

Nice to hear that you find it useful

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zx2011 In reply to ??? [2012-08-05 15:19:21 +0000 UTC]

I learn something new today
I love it

Fave for future study

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Trackdancer In reply to zx2011 [2012-08-05 16:32:56 +0000 UTC]

Thanks for the comment and fave

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zx2011 In reply to Trackdancer [2012-08-05 16:47:04 +0000 UTC]

Your welcome friend

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AzureMMD In reply to ??? [2012-08-05 14:17:51 +0000 UTC]

I understand now o_o

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Trackdancer In reply to AzureMMD [2012-08-05 16:35:36 +0000 UTC]

Glad you find this useful

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kohaku-chi In reply to ??? [2012-08-05 12:32:58 +0000 UTC]

so helpful!

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Trackdancer In reply to kohaku-chi [2012-08-05 16:36:10 +0000 UTC]

Thanks, glad to be of service

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kohaku-chi In reply to Trackdancer [2012-08-05 21:36:58 +0000 UTC]

welcome!

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GM34 In reply to ??? [2012-08-05 11:57:05 +0000 UTC]

This is excellent information & should work both ways.
currently I use 5 different bases on 9 models. could this be another editing tool so the motions applied could be more of a custom fit for the multiple bases used? (to reduce glitch) &
remain independent whilst sharing the same rendering time?

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Trackdancer In reply to GM34 [2012-08-05 12:21:53 +0000 UTC]

All this tool does is scale motions, it works both ways (ie. you can scale up or down) - beats having to manually having to 'redo' motions. Only tricky part is figuring out the right ratios. Like I stated, there is a scientific way to figure the motions, I just don't know the maths for it.

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